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Ogull

Legendary Mentor
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Everything posted by Ogull

  1. i though yelling in world chat for a party was some sort of matchmaking.... it could work by having roles? support, damager and tank the game would then pick 1 player matchmaking from support, one from damager and one from tanks and throw them into a party but then you have classes like charmer, templer, blade dancer, where do you put those? they could be used to fill slots if there are not enough player matchmaking in a certain category, but then what if there are not enough support classes matchmaking and a charmer or templer get thrown in that party would be unbalanced or capable to finish the dungeon ahhhh random mechanics are a pain xd
  2. the only defense the rogue has (beside armor) is dodge so i am totally fine with this, but still... its really scary
  3. i don't understand this language but i will do my best using google translate to help answering your questions Eu não entendo esse idioma, mas farei o meu melhor usando o google tradutor para ajudar a responder suas perguntas
  4. middle ground between AoE and single target? hmmm i actually can't come up with an answer that's satisfying @Higgings can you help us here?
  5. mostly AoE for PvN and single target for PvP for PvN(Player vs NPC's), AoE - PvN will mostly consist of dungeons, quests, solo farming, underwater territory events...etc you will be fighting multitude of enemies so it make sense to go for AoE life steal for PvP(Player vs Player), Single Target - PvP will be mostly arena, war, GvG events, castle wars...etc skill like sharp shadow gives you a 50% life steal if you have saturation active as well as 80% chance to stun the enemy at max level AoE skills might be useful in certain PvP scenarios and the other way is true about single target in PvN you can't get enough of the joy of going from 1k health to 9k health because of 1 steel hurricane that hit ~10 targets, its the best feeling
  6. these "bars" are not accurate and to be honest should not be taking at face value, after all these bars show that blade dance have more defensive potential than damage i think you are confused... by your logic, forsaken shouldn't require oxygen in underwater territory because they don't actually breath...
  7. death knight also have an ability to revive ally's in WoW, so i want that in warspear as well and while we at it, death knight have a skill that gives him complete magic immunity in WoW, so add that to warspear as well the whole concept of " x class have x skill in that game, so its normal it have it in this" is frantically uncalled for, these games are nothing alike the strategy is different, gameplay is different, max level, skills, gear, stats, all these things are different between games, the only thing they have in common is that both of them are MMORPG's
  8. the build it self is a hybrid build between PvP and PvE, and that really is a dangers thing to go for and could be hard to make it work a hybrid build wouldn't be the best for neither PvP or PvE, it wouldn't excel at neither as well but that the cost you need to take to be able to play both PvP and PvE that's also why it depends on castle pots and relics that not all might have access to, the build would be good or maybe decent but not great... however the fun thing about hybrid builds is that they can be customizable to fit with the user playstyle, gear, accessories and uses they might use that hybrid class for ie... i don't know much about barbs, but i am talking about hybrid classes in general...
  9. waaaaaah this is interesting, i didn't know you guys chose moderators this way, or is this a new way of doing it?👀 the requirement seems bothersome, being moderator is indeed a tough job, making me appropriate our moderators even more i might do this as well while i am at it
  10. so in may 29, 2017 i had the brilliant idea of suggesting my own skill ideas to the forums, i wholeheartedly forgot about them, but while seeing the suggestion section i stumbled into them. it was fun to read what i had thought about a long time ago, and while all of them were just for fun and not me actually wanting them to be in game, it actually came to be a 4 part thing with me suggesting skills and so on that took the span of a year, the idea was to suggest skills that are not strong or broken but skills that had unique and/or new effect to them, so i decided to include them all into a new post and rewrite them. Also, if a skill you see here is somewhat like a skill ingame, i have no comment to that... all skills are expert skills and have resprited icons from the game! Part One: Ethereal Form - Active When this skill is casted on ally, self or enemy, it will shift the target into a ghost that can't harm or be harmed by physical damage, When the target is in ethereal form he will take increased magical damage Numbers: level 1 - 40% magical damage increase level 2 - 50% magical damage increase level 3 - 60% magical damage increase level 4 - 70% magical damage increase Pure Attack - Active This skill bewitches the weapon in order to ignore some armor in the next attack Numbers: level 1 - 10% penetration level 2 - 15% penetration level 3 - 20% penetration level 4 - 25% penetration Reduplication - Active Make a copy of yourself that have percent of your health and damage Numbers: level 1 - 20% of character max health & 10% of max damage, last 30 seconds. level 2 - 30% of character max health & 15% of max damage, last 30 seconds. level 3 - 40% of character max health & 20% of max damage, last 30 seconds. level 4 - 50% of character max health & 25% of max damage, last 30 seconds. Fire Breath - Active The Hero shot fire breath from his mouth to the targeted enemy that burn the enemy along side the surrounding area, any enemy inside the fire would take damage over time Numbers: level 1 - 200 Base damage + character Magical damage level 2 - 250 Base damage + character Magical damage level 3 - 300 Base damage + character Magical damage level 4 - 350 Base damage + character Magical damage Bubble shield - Active Shield the selected target with a shield that absorb some of the incoming damage and create a healing bubble with each attack absorbed, that heal random target in radius Numbers: level 1 - 10% damage absorb 1% heal of max health level 2 - 15% damage absorb 2% heal of max health level 3 - 20% damage absorb 3% heal of max health level 4 - 25% damage absorb 4% heal of max health Chaos! - Active When activate target around the character will be stunned suffering from magic damage per second, after the end of the effect all target will be slowed, if this skill is leveled pass 3 this skill will ignore immune targets Numbers: level 1 - 1 second stun, 30% magical damage, 2 max targets level 2 - 2 second stun, 40% magical damage, 3 max targets level 3 - 3 second stun, 50% magical damage, 3 max targets level 4 - 4 second stun, 60% magical damage, 4 max targets, Ignore immune targets ! Berserk call - Active Percent of incoming attacks to allies will be redirected to the casting character. Numbers: level 1 - 10% of incoming damage level 2 - 20% of incoming damage level 3 - 30% of incoming damage level 4 - 45% of incoming damage Darkness - Active Cast a debuff on an enemy that will change it view, decreasing it movement speed and make him unable to see enemy unit. Numbers: level 1 - last 5 second level 2 - last 6 second level 3 - last 7 second level 4 - last 8 second Part Two MultiHit - Active this skill bewitches the weapon in order to increase the attack speed of the character to max for the next attack, a spear must be equipped for this skill to work Numbers: level 1 - last 3 second, 1 hit at max speed level 2 - last 4 second, 1 hit at max speed level 3 - last 5 second, 2 hit at max speed level 4 - last 6 second, 3 hit at max speed Beast Form - Active Change the character form into a mighty beast that have increase physical damage and hp but reduced move speed and attack speed Numbers: level 1 - increase damage by 10% and hp by 15%, reduce move speed by 30% and attack speed by 30% level 2 - increase damage by 15% and hp by 20%, reduce move speed by 25% and attack speed by 25% level 3 - increase damage by 20% and hp by 25%, reduce move speed by 20% and attack speed by 20% level 4 - increase damage by 25% and hp by 30%, reduce move speed by 15% and attack speed by 15% Steel Punch - Active Attack that deal heighten physical damage and reduce the enemy defense for sometime Numbers: level 1 - 100% physical damage, 10% defense reduce, last 5 second level 2 - 140% physical damage, 12% defense reduce, last 6 second level 3 - 180% physical damage, 15% defense reduce, last 7 second level 4 - 220% physical damage, 20% defense reduce, last 8 second Ranger Wrath - Active Ranger will shoot 3 arrows with a 0.5 second in between each arrow will do its own effect, first arrow will deal physical damage to the enemy second arrow will poison the enemy third arrow will stun the enemy, the ranger will be immobilize at the time of the skill Numbers: level 1 - 40% damage, 3 second of poison debuff, 1 second of stun level 2 - 60% damage, 4 second of poison debuff, 1.5 second of stun level 3 - 80% damage, 5 second of poison debuff, 2 second of stun level 4 - 100% damage, 6 second of poison debuff, 2.5 second of stun Hope - Active Place a buff on an ally that will resurrect him them at the place of death with max health and energy Numbers: level 1 - buff last 3 second level 2 - buff last 4 second level 3 - buff last 5 second level 4 - buff last 6 second Over Hit - Active Attack that always deal critical hit and applied bleeding to the enemy Numbers: level 1 - bleed last 3 second level 2 - bleed last 4 second level 3 - bleed last 5 second level 4 - bleed last 6 second Part Three Watching Eye - Active this skill will reveal all invisible enemy's around the character, if an enemy is revealed by this effect, they get reduced movement speed and defense Numbers: level 1 - reveal enemy 4 yard away from character and slow for 10% for 3 seconds, 30 second cooldown level 2 - reveal enemy 5 yard away from character and slow for 15% for 4 seconds, 30 second cooldown level 3 - reveal enemy 6 yard away from character and slow for 20% for 5 seconds, 30 second cooldown level 4 - reveal enemy 7 yard away from character and slow for 25% for 6 seconds, 30 second cooldown Sword Mastery - Passive each time the player do a successful attack a buff is added to the player, after 4 buffs the player will get bonus to physical damage and life steal for the next 4 attacks. Numbers: level 1 - 5% bonus damage and 5% life steal, last 10 seconds level 2 - 7% bonus damage and 7% life steal, last 10 seconds level 3 - 10% bonus damage and 10% life steal, last 10 seconds level 4 - 15% bonus damage and 15% life steal, last 10 seconds Energy Shield - Passive With some chance, the skill will negates damage at the cost of energy Numbers: level 1 - 5% chance, for each 1 point of damage absorbed 0.4 point of energy reduced level 2 - 10% chance, for each 1 point of damage absorbed 0.3 point of energy reduced level 3 - 15% chance, for each 1 point of damage absorbed 0.2 point of energy reduced level 4 - 20% chance, for each 1 point of damage absorbed 0.1 point of energy reduced information: a really weird skill in concept, it was really just a roundabout way of the "consumes energy over time" thing, at max level if the skill absorb 1000 damage, the skill will take 100 energy which is like 2/3 the energy for an average lv32 tank now thinking about it, what happen if you don't have enough energy for the absorbed damage? Borrowed Time - Passive when health get to a critical level push all enemies away from the hero and slow them for sometime, meanwhile grant the character a shield that absorb some of the incoming damage Numbers: level 1 - 10% of health to activate, slow by 5%, shield absorb 5% of damage, last for 1 seconds, 120 second cooldown level 2 - 15% of health to activate, slow by 10%, shield absorb 10% of damage, last for 2 seconds, 100 second cooldown level 3 - 20% of health to activate, slow by 15%, shield absorb 15% of damage, last for 3 seconds, 80 second cooldown level 4 - 25% of health to activate, slow by 20%, shield absorb 20% of damage, last for 4 seconds, 60 second cooldown EverLasting Fire - Active When activated the Character will get a fire shield that will burn enemy's around it for % of there health Numbers: level 1 - burn 1% of enemy's current health every 5 seconds, last 25 seconds level 2 - burn 2% of enemy's current health every 5 seconds, last 30 seconds level 3 - burn 3% of enemy's current health every 5 seconds, last 35 seconds level 4 - burn 4% of enemy's current health every 5 seconds, last 40 seconds Soul Swap - Active Swap health of the hero with the target Numbers: level 1 - can be casted from 2 yards, cooldown 120 second level 2 - can be casted from 3 yards, cooldown 120 second level 3 - can be casted from 4 yards, cooldown 120 second level 4 - can be casted from 5 yards, cooldown 120 second information: i don't really know what to say about this one, so i will just copy and paste what i said 4 years ago - this skill will swap the current health value not the max by the % so if you are a rogue with health 1000/2000 then your health % is 50% and the character with this skill health is 1000/5000 then its 20% what happen is the 50% and the 20% will be swapped giving the casting character 2500/5000 and the rogue get the 20% of this health of 800/2000 - this skill can be also casted on allies for help, and will be resisted by most mob AI's Corruption - Active When casted on enemy, the enemy will lose control attacking the closest allies for sometime last half the duration on players Numbers: level 1 - last 6 seconds, 60 second cooldown level 2 - last 9 seconds, 70 second cooldown level 3 - last 12 seconds, 80 second cooldown level 4 - last 15 seconds, 90 second cooldown Part Four Terrain - Active Mold the ground in the selected area, reducing the movement speed and defense of enemies inside the area Numbers: Level 1 - 5% movement speed slow and defense reduction, last 4 seconds Level 2 - 7% movement speed slow and defense reduction, last 5 seconds Level 3 - 10% movement speed slow and defense reduction, last 6 seconds Level 4 - 15% movement speed slow and defense reduction, last 7 seconds Time Pause - Active Freeze the cooldown of all ability used by the effected character for sometime Numbers: Level 1 - Freeze for 2 second, 2 yard cast range Level 2 - Freeze for 2.5 second, 3 yard cast range Level 3 - Freeze for 3 second, 4 yard cast range Level 4 - Freeze for 3.5 second, 5 yard cast range information: this skill would freeze the target skills not silence them, in a sense if your skill is 50% ready to be used again, this skill would keep it at 50% for the duration of the effect also this skill would only freeze skills when it was casted, meaning any skill used after the effect will not be freezed God Strength - Active/Passive For every % hp missing the character will get a buff to magical and physical defense, if hp get below 25% skill can be activated, if activated will place a shield on the character that absorb some of the incoming damage and reflect some of it to all enemy 1 yard away Numbers: Level 1 - PASSIVE : for every 5% hp missing get 1% defense, ACTIVE : absorb 5% of damage, reflect 5%, last 4 seconds in active Level 2 - PASSIVE : for every 4% hp missing get 1% defense, ACTIVE : absorb 10% of damage, reflect 10%, last 5 seconds in active Level 3 - PASSIVE : for every 3% hp missing get 1% defense, ACTIVE : absorb 15% of damage, reflect 15%, last 6 seconds in active Level 4 -PASSIVE : for every 2% hp missing get 1% defense, ACTIVE : absorb 20% of damage, reflect 20%, last 7 seconds in active Talent Mastery - Active Swap the character physical and magical defense for sometime, skill with constant energy consumption Numbers: information: i don't know what leveling this skill would achieve, but you can level it alright Thirst - Passive For every enemy in an area of effect,hero will get extra movement speed and attack speed Numbers: Level 1 - 2% movement speed and attack speed, 3 yard away, 2 enemies limit Level 2 - 3% movement speed and attack speed, 4 yards away, 2 enemies limit Level 3 - 4% movement speed and attack speed, 5 yards away, 3 enemies limit Level 4 - 5% movement speed and attack speed, 6 yards away, 4 enemies limit Leech Seed - Active Plant a seed into enemy that grow and slow enemy over time at the end of the effect it will explode sending seeds to near by enemy and effect them too Numbers: Level 1 - slow by 5% for 2 seconds Level 2 - slow by 7% for 2.5 seconds Level 3 - slow by 10% for 3 seconds Level 4 - slow by 15% for 3.5 seconds Percent Crush - Active take percent of the effected character critical hit and cooldown for sometime Numbers: Level 1 - drain 3% crit and speed, last 3 seconds Level 2 - drain 5% crit and speed, last 4 seconds Level 3 - drain 7% crit and speed, last 5 seconds Level 4 - drain 9% crit and speed, last 6 seconds New Weapon Rapier Rapiers are a one handed weapons that have the speed of an dagger but the strength of an axe, rapiers also have a unique/new effect that can only be acquired from them, because of the weapon power, you can't equip anything in the offhand Now to the Rapier unique effect Pierce With the specific chance allow the character to ignore all defensive parameters the enemy have True Strike With the specific chance allow the character to ignore all positive buffs the enemy may have i must of broken a record or something, i want someone to top that
  11. Mountain clan map quest. Quest item needed: item that's actually needed: while honestly its not something important or game breaking i felt i should report it🙆‍♂️
  12. this is worrying. does this refers to low level character or level doesn't matter? because i have a couple max level characters that i don't use much also how frequently does the system do that check? once a month? every 6 months? once a year?
  13. seems like a class that was given the right tools to go solo, and he have pretty solid survivability, but everyone seems to be crazed by the fact that it can hold 2 physical one handed maces although 90% of his skills are magical, and not to forget his rugged hide put dk expert damage reduction skill to shame i am also really interested in his capability with parties in dgs, and really the power of his aoe damage, plus he's still missing 4 expert skills, the class future might hold a more physical oriented build.
  14. why not a totem that reduce any damage dealt to any allies inside it effect radius? but that just me wanting my class to be broken jokes aside, this might be mean but as long as they improve old skills mainly saturation, steel hurricane and (questionably) secret reserve, i don't give a damn what new skill they add
  15. it seems people are still striving for a magic based death knight to this day... i'm gonna be honest and say, that when i first read this idea, i didn't like it and was about to criticize it but i stopped myself and reread the topic several times while thinking about it ingame, and it kind work in a sense... what i am trying to say is that the skill work in PvP, i can see it usefulness there and i get why PvP death knight might want it, also the idea of it working with kiss of death is something i am all in and support it wholeheartedly, now said that i still have problems with it, and they are as following death knight is a melee class, and a melee class having ranged skill might not be the greatness or most balanced, you might say that he has sharp shadow, and most melee classes might get off the hook with 1 ranged skill, but having lot of ranged skills might be problematic, death knight isn't some bootleg warlock, nor is he a charmer i just don't know why his health need to be included in this, it just seems kinda random, is it common now for death knight to use his health to cast spells? now you said the skill is a magic damage skill, but it uses physical power in its calculation for damage? i am all in for a magical damage based death knight, and while i am mostly PvE, i do acknowledge this sort of skill in PvP the more ideas the more we could support our favorite class
  16. you can find most warspear themes including the one you asked for in this playlist
  17. that a bad idea, these are cosmetics that are only meant to dress your character and make them cool, fancy, cute and so on giving costumes stats would defeat their purpose, even if the stats are "fair" among players and later on people would want stats for their weapons decor, which would farther more be bad. oh! and what about my haircut i want that to give me stats, wait! i want my blue hair dye to give me increased mana regen! you see what i am getting at? we already get stats from skills, armor, weapons, guild, arena, events, consumables, war, castle, talents...etc can't we have one thing that is just for looks?
  18. i would say that it take % of health just when its first casted like the old 4% then it take mana per second to stay active, as to how much ls it gives, im gonna be bold here and say that i am fine with 10% life steal IF! its stay actives with a mana consumption over time is enough for me
  19. to be honest my problem is with kiss of death, saturation and blood protection... - kiss of death seems really out of place for a dk and that it wasn't meant for this class when it was first added. - saturation 10% hp lose is really to much for a tank, you know i pride myself for taking low damage from monsters, taking little to no damage from mobs but then my own skill deal 800-1000 damage to me seems like a to me. - blood protection reduce damage by 50% for 8 seconds with a 22 second cooldown, great!, until you see other tanks skills or even support classes have a better damage reduction skill. heck barbarian have 2 passive skills that reduce damage taken and a heal? not to mention paladin, blade dance and of course warden, that skill is really underwhelming and its more like "it has to be this one, ever other skill is worse".
  20. i love this i'd like to add that whenever their is a suggestion to improve a skill, and i am talking about any class in any faction (not hating on this one specifically) , they always bring up "1v1", "arena" and "war" and i start to question wither i am playing an mmorpg or a battle royale i get it! arena is important to the game but like... their is another half of the game that is not target toward PvP, and they have to find a middle ground between how the skill work there and in PvP, i can only imagine how a skill of that caliber would work, has it been made otherwise than what it do now. i get what the devs are trying to go with in pala, they giving him a aura that amp healing, healing skill, shield that work on allies, and buff that increase whole party armor... i don't know where i am going with this, but just writing my thoughts. on a side note, pala inner force is garbage fix that one!
  21. doesn't the skill lifesteal and not heal? i might be wrong here i don't play rogue
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