Jump to content

Winter

Members
  • Content Count

    126
  • Joined

  • Last visited

Posts posted by Winter

  1. @Peony

     

    Okay food for thought on Seeker class, if in a fixing mood

     

    - Extra Animation Frames | Attraction
      After pull, until animation finishes playing you just stand there like a punching dummy unable to hit until it completes (1/1.5 second delay of nothingness)
      The event that had the harpoon skill worked the way this should with no delay once pulled.
      Some love with a unique animation would be nice, just saying.

     

    - Target Bleed Removes Disappear
      Seeker bleeds "target", uses Nets then Disappear, now hidden when "target" bleeds Seeker loses stealth 

     

    - Map Mana Drain
      Easy to reproduce turn on Exacerbation and Solar Power, keep crossing maps, see how many times you have to reactivate skills
      Immunity positive effect stops mana regeneration (fine no complaints) but consuming skills should use 0 while its on, the moment you move drain resumes
      *also affects other classes but none as much as Seeker due to multiple consumption skills + new armor skills now*

  2. 25 minutes ago, Gladiator said:

    The only way to balance this issue, is to balance the events. Not the classes. Legions also have more ranged control skills than Sentinels for example, that makes up for the mobility advantage in combat. But yeah in events where movement is important, it should be fixed. disabling skill usage like we saw in Mermen Trials is a good step in that direction.

    There is your solution that doesn't create new balancing issues since this is all about GVG rite?

  3. 13 hours ago, Peony said:

    притяжение.png Attraction

    Now it is possible to pull targets under the effects of stun/sleep.

    Cooldown time changed from 25 to 20 seconds.

    Changed the duration of the effect, increasing damage to the target. From 3-4-5-6 seconds to 5-6-7-8.

    I dunno how many times this needs to be said, there is a "massive" delay on this skill, nothing you do to it short of removing said delay will make it useful.

    Any other commentary on this class is all in the class section by the others who play it, won't waste my time repeating here.

  4. Okay this has existed for a while and super annoying and no idea why it still is a thing.

    When you cross a map you get the immunity buff for a short while until an action is taken, normal classes with no constant mana draining skills don't notice this, Seekers on the other hand with 2 skills that drain insane amounts do however. With the added change where energy regen was changed to 5 seconds makes it harder (even if you move) for mana to regen with those skills on.

    Fighting any class that likes to hide and go back and forth at crossings can easily obliterate a Seekers skills cause the buffs to also go off (delayed cast times don't help) making it vulnerable and in PvE is the same with crossing maps at bosses and what not.

     

    Fix: Make constant mana consuming skills use 0 mana while the immune buff is on until you move then it can start to drain again

     

    Not suggesting mana be restored same as with hp regen they should stay frozen at their amounts just the skills don't consume while buff is on.

     

     

    P.S. New skill also doesn't work due to position bug at times

  5. Pretty self explanatory, make all world events reward GP for participation, at developer discretion obviously but harder it's deemed higher given.

    This would really help for seasonal events when you guys go crazy with amount available, so those who can't make all plus do dungeons as well have their time counted in their guilds.

     

    On the topic this should also apply to war in Irselnort to also boost attendance (won't work, but it's a start) or war points (new currency) gained from actually being active on all maps. This is possible as shown by rewards at snow event and others. Castle siege events can benefit by GP as a reward also, they are guild events after all.

  6. On 12/12/2019 at 6:22 PM, Peony said:

    Seeker

     

    Воодушевление.png Inspiration:

    • For the duration of the effect, the “Attack speed” attribute is increased, depending on the level of the skill — 5-7-9-12-15%.
    • +1 Ty

    Исчезновение.png Disappearance:

    • The attack from invisibility now has a chance to stun the enemy. The chance to stun depends on the level of the skill — 20-30-40-50-60%. The duration of the stun on all levels of the skill is 3 seconds.
    • Cute and good incentive to build the skill

    Щит Харада.png Harad's Shield:

    • Increased the maximum amount of damage the shield can withstand. Now it scales more with the level of the character and the level of the skill: the maximum value was changed from 820 to 2220.
    • Cooldown is increased from 20 to 30 seconds.
    • Helps, not much but helps

    Опасный удар.png Dangerous Blow:

    • Increased the damage from bleeding on all levels of the skill.
    • Meh no one will use anyways

    Солнечные сети.png Sun Nets:

    • Range is increased from 1 to 2 yards.
    • All good

    Притяжение.png Attraction:

    • Range is increased from 4 to 5 yards.
    • Increased the cost of using the skill from 18-20-22-24 to 24-26-28-30.
    • @Peony This has been reported as buggy for ages, there's a massive delay using this skill, make it activate like the DK version

    Внутренняя ярость.png Inner Rage:

    • Changed the amount of health that triggers the skill’s effect from 20-25-30-35% of maximum to 30% on all levels of the skill.
    • Changed the percentage of the physical defense increase on all levels of the skill from 15-20-25-30% to 10-20-30-40%.
    • We asked for defensive skills so we aren't rag dolls, you keep giving us dmg, what can you do I guess

    Жажда крови.png Bloodthirst:

    • Increased the amount of restored health when attacking an enemy under the effect of “Bleeding” from 5-7-10-15% of maximum to 10-15-20-25%.
    • All good, wasn't needed but won't say no

    Истощающий удар.png Exhaustive Blow:

    • Increased damage on all levels of the skill from 15-20-25-30% of the character’s physical attack to 30-40-50-60%.
    • Increased the percentage of lowering the “Skill cooldown” attribute on all levels of the skill from 15-25-35-50% to 30-40-50-60%.
    • Increased the cost of using the skill from 18-20-22-24 to 24-26-28-30.
    • I'm sure this will please PVP Seekers

    Ожесточение.png Exacerbation:

    • Increased the cost of activating the skill from 8 energy to 18-20-22-24-28 depending on the level of the skill.
    • Changed the cost of sustaining the skill active from 4 - 5 - 6 - 7 - 8 energy per 2 seconds to 3 - 3.5 - 4 - 4.5 - 5 energy per second.
    • So... from 8 energy in 2 seconds to 10 energy in 2 seconds with rework, we need less energy drain not more ⬇️

    Солнечная мощь.png Solar Power:

    • Increased the cost of activating the skill from 5 energy to 20-22-24-26 depending on the level of the skill.
    • Acceptable

     

    Hopefully as this is preview nothing is set in stone.

  7. New CC items or even dubloon items from npcs take very little in terms of resources to add whether they be cosmetic based, consumables or anything else.

    Those types of items with an insane amount required let's say 50k+ CC for super rare items the vendor has acquired, they could relate to the weekly wars also if not cosmetic (skins, costumes, hair)

     

    So let's say winners of the wars now receive CC at the end similar to Chaos event (something would need to be done participation wise to stop afk people is all) but yeah you receive CC and GP to the winner. Add minions, buff scrolls, costumes (recolor a dragonborn if you must and make a commander costume), no one wants this but armors with attributes similar to T5 that only work in Irsenort for war, that kinda stuff for CC currency.

     

    There's a lot of interesting things you can do to refresh the game without having to write tons of new code until larger updates are available.

  8. Oh and off topic but also a Barber npc would be nice who can sell the hairstyles in game (mcoin sets available at npc also)

    So when you buy or acquire a hairstyle, you "own" it and for a fee at the npc you can change it back to previous styles owned.

     

    This won't affect coin sales as should still be you buy say Barber Set you get 1 choice, so "owning all" you'd need to buy that item multiple times.

    Hair colors should also be sold at the npc but they should always be 1 time usage so never "owned".

     

    That is all.

  9. @Reivenorik relay this to devs please

     

    Can you guys please give all classes the option to choose the skins we achieve based on weapon types the class is able to use.

    (Example you play Bladedancer you get access to dagger + sword + axe skin choices)

     

    Getting 400+ achievements is already no small feat but to then to get a skin for a weapon type you don't even use (2h in my case) that is 1 time use is insane.

    As these skins are also not easy to get and you can't get them back, can you give an option to unbind/cleanse only those skins (mcoin or in game item) so they can be reused.

     

    Benefits

    -----------------------------------

    • More unique looks (e.g. 3 rogues all using same dagger skins not limited to those, thus varied looks)
    • Mcoin usage if unbind option is available
    • Me happier 😉 
  10. Chaos event just ended, the largest guild decided to go to war hence the numbers, usually half the population stays in T1

     

    As per incentive to make people go to war this I believe has been suggested multiple times but to no avail.

    That whole war system of Irselnort needs to be changed and rewards offered to winning alliances (buffs, GP, chests, special DG access, gear etc) based on participation, kills that sort of thing, I could go further into this but rather not as seems futile.

×
×
  • Create New...