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Ogull

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  1. Wow
    Ogull reacted to Dr Strange in [2024.01.31] Contest "Best Costume - 2024"   
    Warriors!
     
    Time to let your imagination run wild and your art loose to change the world, as the annual Best Costume Contest 2024 is now open! Feel free to fulfill your fantasies and share them in the contest to win the main prize and see your costume in the game!
     
    How to participate:
    create a separate topic in this section of the forum. In the title of the topic, you must specify the name of the costume, nickname and server of your character; attach to the specified topic an image of the costume you have drawn. Only 1 costume is accepted per participant!
     
    Conditions for creating a drawing:
    necessarily in pixel style; the height of the costume should be around 34-45 pixels (squares), and the width should not exceed 28; in any format: on paper, in a notebook, notepad or graphic editor, for example: Paint, Photoshop, etc.; there must be a front view, other angles are at your discretion; the work must not violate the rules of the game and the rules of the community. To make it easier for you to fit into the required framework, you can use the character layout from the game:

     
    If any condition is not fully understood, you can always look at the last year's works.
     
    It is forbidden:
    to use existing costumes from the game and partially modify them (finish elements, change color, etc.); to use other people's work from the Internet or the work of other participants; completely copy existing costumes of characters from films, games and other media; For violation of any of the above points, the work will not be allowed to the competition.  
    Our judges will evaluate the following criteria:
    Costume details. Although you are limited in the number of pixels and the size of your costume, modern drawing tools allow you to achieve high detail of individual parts of the costume. An additional plus will be the rendering of the costume from all angles, and not just the front view; Description of the costume. Although the competition is artistic, you can supplement your work with a small description of the costume: what it consists of, what properties it has, tell a little background; Possibility of implementation in the game. Although the inhabitants of Arinar can boast of their diversity, it is still worth remembering that not every image can fit into the game universe; Originality of the work. In addition to quality, your work should have some uniqueness, catch the eye and evoke a “feeling of beauty”. Try not to use hackneyed images. Awards for winners:
    1st place: 25,000 Miracle Coins + adding a costume to the game in the next update and handing it to the winner  + a unique gold badge on the forum;
    2nd place: 20,000 Miracle Coins + adding a costume to the game + a unique silver badge on the forum;
    3rd place: 15,000 Miracle Coins + adding a costume to the gamea + unique bronze badge on the forum.
     
    Incentive prizes are also possible at the discretion of the jury.
     
    The works are accepted until February 21 inclusive. After that, within a week, until February 29, the jury will determine the winners and we will publish the results.
     
    We wish you all inspiration!
    The Warspear Online Team
  2. Like
    Ogull reacted to Dr Strange in [2023.12.25] Arinar must know his Heroes: rewarding community members 2023   
    Warriors!
     
    This year was truly an eventful & vivid one. Past twelve months featured a great number of memorable adventures & activities, counting Warspear’s 15th Anniversary, blazing Almahad update, and forum discussions which were just as fiery!
     
    The team of administrators represented by LeeLoo, Nolan and myself appreciate those who during the outgoing year took the most active part in the development and improvement of the forum.
     
    The title of Legendary Mentor is awarded to wise old-timers who put in a lot of effort to fill the forum with useful guides, tips and suggestions:
    @lallouss
    @Ogull
    @Gladiator
     
    The title of Lord of Knowledge is awarded to real experts who are ready to find answers to the most tricky questions from curious newbies at any moment, and also to throw all their efforts into finding bugs in the first days of updates:
    @lore
    @Zurp
    @benjaminbt
    @Drakoslayd
     
    The title of Guardian of Spear is awarded to the most active users, thanks to which the forum maintains an atmosphere of friendliness and mutual respect:
    @Invorial
    @Salazam
    @Raislin
    @Sigma
    @Marchielo
    @Khrone
    @vavavi
     
    The title of Master of Arts is awarded to the keepers of the beautiful on our forum - a creative section.
    @Vera_Z
    @100xp
     
    We would like to express our great gratitude to the Moderators, who more than once saved the well-being of our forum from the threats of violators of the community rules. Thank you for your service!
    @Higgings
    @Jcbreff
    @YaraM
    @Splendor
     
    With the power given to us, we assign special titles to these worthy users of the forum, and also reward all title holders with valuable prizes.
     
    In the traditional annual order to reward users who have made a particularly important contribution to the development of the community, dated December 25, 2023, we order:
     
    — assign titles to all worthy users of the forum;
    — reward the title holders with valuable prizes:
     
    Title
    South Pole Cache
    Unique forum badge
    Animated images for profile avatar
    Legendary Chest of the White Wanderer
    Legendary Mentor
    50


    10
    Lord of Knowledge
    50


    10
    Guardian of Spear
    50

        Moderator
    50


    10
    Master of Arts
    50
    ✓ 10  
     
    Unique badges for users with the following number of reactions:
    500
    750
    1000
    2000
    3500
    5000






     
    Forum administration:

     
    We are also inform you that Warspear Online technical support are going on vacation, and it will be impossible to leave a request on our website until 09/01/2024 (all applications submitted before 28/12/2023 will be considered in the usual way). Until then, other players will be able to help you on our forum, on social media or in the game chat.
     
    Thank you all for the development of the community!
    AIGRIND team
  3. Like
    Ogull reacted to Drown in Spawn of gloom talent branch and some other change suggestions   
    When branch talents were released. I got excited for this talent branch instantly because im a staff user in pvp. Its very fun and different branch, but it dont really make my character any stronger. Instead it makes me very vulnerable because of lack of healing from bird skill. Against weaker players this isnt a problem, but vs any high amped pvp character this is instantly a huge issue. The dmg on this branch is nice, but it makes the character so much weaker that its not worth using this branch. 
     
    My suggestion to fix this problem is to add a dmg reduction buff on the character that the gloom skill is cast on. Not huge buff like beastmaster 35% dmg reduction buff, but like about 20% would be reasonable enough to make gloom user charmers be able to survive in pvp battles.
     
    Other suggestion is to add the healing back, but reduce it a bit. But in my opinion the dmg reduction fix would be more reasonable.
     
    Lets say we compare charmer to beastmaster, since they both rely on their summons. Beastmaster gets 35% dmg reduction when their moon is full hp, and has aoe heal that heals pretty much same amount as charmers single target heal, while beastmaster has huge aoe dmg too from aura.  Charmer lacks all this aoe effect from healing and dmg while having pretty much similar dmg on single target and doesnt have any defensive skill except this basic heal skill. 
     
     
    1 additional suggestion that isnt "spawn of gloom" related.  Since charmer doesnt have any group buffs like every other support class. Would be nice if skill "eye of darkness" would be reworked to give some group buff. For example it could give penetration and def for whole pt. While giving the possibility to see invisible enemies for charmer.
    Or making blessing a group buff. That could give continuous healing for whole party for example. Or instantly restore hp for whole party and giving buff that increases resistance stat of every pt member.
     
     
     
    Feel free to give your opinions and some improvement suggestions to my ideas :)
  4. Like
    Ogull reacted to Cowabunga in Key class talents in branch “Berserk”   
    A good idea I thought of and discussed with other Barbarians who thought it would be great also:
     
     Execution
    Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
     
     Bloodletting
    Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4
     
    Since Barbarian is very vulnerable and have almost 0 defense when he is using 2 hand weapon/build, which will most likely be using Berserk Branch, it would be great if 1 of these talents get extra effect or reworked to: if Barbarian attacks a target inflicted with bleed debuff, Barbarian and his party will get heal certain % of the damage done every auto attack/instant damage skill done to target. 
     
    This way Barbarian will provide support to his party and himself in battle. 
     

  5. Like
    Ogull reacted to Abi in Hunter's skills Range   
    all of hunter's stun skills range is 4yards or less making the hunter being outranged when it comes to stuns by almost all classes including melee classes, as well as having "sapping shot" one of hunter's key skills for PvP and PvE at 4yards range making the hunter takes extra damage, waste time trying to close the gap towards their target or even resulting in them dying in mass fights because they tried to use one of their skills which is unnatural considering hunter is supposed to be a ranged class capitalizing on attacking from afar to win their matchups 
     
      
      
     
    thus I wanna suggest the increase in hunter's stuns and sapping shot skills to   5 yards so they can have equal opportunity as other ranged classes and not getting themselves killed because they tried to use one of their skills from afar considering how fragile and easy to kill hunters are in current meta 

    Thank you 
  6. Like
    Ogull reacted to Solo EU-Emerald in Few things I would like to see in a Rebalance   
    Introduction
     
    Hi there, I'm Solo, a PvE Shaman from EU-Emerald.

    I've been playing Shaman for years and I have tried almost everything about the class.
    Now that the snow rebalance is coming close, I would like to point a few facts about the Shaman that could be changed without making any gamebreaking buffs or nerfs.
    The stats for the Shaman skills were taken from @Ancient One's Shaman Guide which I highly recommend checking out: https://forum.warspear-online.com/index.php?/topic/318942-venks-ultimate-shaman-guide-v1120/ 

    1)Changing the "Ancestors' Hand" Expert skill 
    This skill has only one purpose, pulling people out of danger, but it has some massive flaws.
    The first being the low shield that it provides, and the second that if the enemy is impared by any skill, the pull will not work and using Shamanic Cleansing on them first and then waiting to pull is just not reliable and in 80% of the situations the ally would just die.
     
     
     
     
    The first thing we see is that you get punished for even leveling this skill in the first place by the energy cost, even though in 100% of the cases, you will not be leveling this skill because Shaman has a lot more important skills.


    So, how would I change this skill?
     
    I would change it in a few steps:
     
     
     
    With this change, I think this expert skill would actually see some more usability ingame.
     
    2) Totally reworking the "Power of the Earth" Expert skill 
     
    This Expert skill was useful before as a good way to instantly get some Health back and be more tankier with the Health Increase.
    But, in today's meta, this skill has almost to no use.
    In PvE it does almost nothing at 1/4 and there are better skills to max that would help out more than this.
    In PvP, that is the same case. In 99% of the scenarios, maxing Shamanic Cleansing is always better than maxing this expert because the Shamanic Cleansing gives more effective Health thus making it easier to survive.
     
     
     
     
    The skill on paper looks good, but in gameplay, it's awful. The duration isnt that long, since every 2 seconds it reduces the health it added and the healing and health increase isn't that noticeable or game changing. The skill is so outdated that after playing Shaman for years, I haven't even bought this expert skill and I probably wont until it gets changed.
     
    So, how would I change this skill?
     
    I would rework the skill completely and give Shaman something that it actually deserves. A bit more reliable damage and a friend.
    I would change this Expert to be similar to Druids "Elemental Support" and it would spawn an Elk which would have these stats:
     
     
     
     
     
    3) Changing the Heal Totem 
    Heal totem is one of the most powerful arsenal in Shamans kit when it comes to healing. But, like everything in this world, it's not perfect.
    Heal Totem suffers from one thing and it's not success. It's the fact, that after casting it, it takes 3 seconds for the first tick to heal which is in my opinion way too long and usually leads to people dying before the first tick even activates.
     
     
     
    So, how would I change this skill?
     
     
    To make this skill more reliable, but still keeping it balanced, I would do the following:
     
     
     
    With this change, the Heal Totem would stay at the same power, but just a little more reliable.
     
    4) Changing the Visual of the "Tribe Ritual" Expert skill 
     
    The last, but not the least important change of them all; returning the old "Tribe Ritual" Expert skill animation.
     
    The old animation was perfect for the skill, when you saw it, you knew someone got buffed with it. This "new" animation is just a "Relic of Agility" animation slapped on top of the Expert skill and called it a day.
     
    Me, and some other shamans would like to see the spinning book return to the game once again, especially now with the "Shamanic Generosity" Talent which casts "Tribe Ritual" on every single party member in the radius. 
     
    The next 2 GIFs were taken from a fellow Shaman's forum post @Marchielo in which he also wanted the return of the old animation. (https://forum.warspear-online.com/index.php?/topic/432176-please-bring-back-the-old-tribal-ritual-visually/)
     
    The "new" animation we have currently:
     
    The animation every Shaman player wants back (and updated visually a bit to fit in newer designs):
     
     
    5) Conclusion
    Shaman might be one of the more powerful classes for MC side, but it is still not a match to the exceeding amount of healing added to the game with every update. So with these changes, I think Shaman and the MC side would have a better chance at fighting and surviving.

    Thank you for your time, and stay PvE.
     
  7. Like
    Ogull reacted to Abi in modifying abandoned hunter's branches   
    -ever since the new talent branches been introduced most hunter players had only one obvious choice to go for whether it was PvE ,PvP or group skirmishes and that would be    Branch “Self-propelled Artillery” not because the branch is "too good" or "superior" but rather because the other two options are so inferior or rather they offer so much less that it doesn't matter what's your playstyle have it being auto-attack focused or group damage focused the other two branches ( Skillful shooting & ancestor spirits ) aren't going to be you go to choices because they simply don't grant you the necessary kit to support that playstyle
     
    -so I would like to suggest a change to those two branches to make them more interesting and actually "useful" to an extend
     
     Branch “Skillful Shooting”
    -
     
    There is no hiding from the attacks of Hunters of the “Skillful Shooting” branch - they always reach the target. Even the strongest armor will be broken, because with each new attack, the Hunter hits the most vulnerable places more accurately.
     
    Lesser talents
     
     Combat Stance+
    Increases the effect of a skill that increases a character's physical strength by 0.5 \ 1 \ 1.5%.
     Mountain Instincts+
    Increases the effect of a skill that increases a character's “Attack Speed” by 2%.
     Hunters Mark+
    Increases skill effect power by 0.5%.
     Hunter's Agility+
    Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
     
    Key class talents
     
     Sniper training
    Now the skill "Hunters Mark" imposes a negative effect on the enemy only during auto-attacks, and critical auto-attacks apply two effects at once. The effect now increases the damage taken from the character's basic attacks. The maximum number of effects is 8.
     Absolute Accuracy
    Decreases the "Accuracy" character’s parameter by 40%. The character's auto-attacks cannot be dodged.
     
    -
    -this branch is clearly PvE auto-attacked focused and most of the talents here are really good and they support the idea of playing auto-attack however there are two problems with this branch
     
     Hunter's Agility+
    Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
     
    -this talent is completely out of tone in this branch as having extra dodge duration serves nothing in PvE most mobs have a really high accuracy percentage and on top of that no one builds dodge in the first place in PvE players want to have as much damage as possible and wouldn't care about leveling up a dodge skill

    -thus I want to suggest the change of this talent to something that would benefit players in PvE something like the increase of
      Poisoned Arrow + 
    Increases the duration of the skill's effect by 2 \ 4 \ 6 sec.
    -this change would mean the increase of poison ticks to 2 more ticks which would be good addition to auto-attack damage
     
    -my second problem with this branch would be the key class talent which is
     Absolute Accuracy
    Decreases the "Accuracy" character’s parameter by 40%. The character's auto-attacks cannot be dodged.
     
    -this talent offers absolutely nothing whatsoever to the branch most people in PvE already have a high accuracy percentage and the concept of mobs dodging attacks is non-existing across the table whether its low level or high end levels ( including people having max accuracy with light merman armor ) 
    -on top of that compared to other branches whether its hunter branches or other damage classes PvE focused branches this talent makes the hunter falls behind when it comes to dealing damage
     
    -thus I'm suggest for this talent to be completely reworked to have it grant extra damage for PvE and I suggest two options 
     
    -1st is to give the hunter chance based on their attack strength or every 4th auto-attack to do double the damage attack against mobs ONLY ( values and numbers can differ based on balance )
     
    -the 2nd option would be to make this talent increase the hunter's attack strength parameter OR increases the hunter's Critical hit damage parameter based on the hunter's current attack speed parameter ( it can be a 1 to 0.45 ratio ) meaning a hunter with 50% attack speed will gain 22.5% attack strength OR critical hit damage ( the ratio and values can differ based on balance )
     
    -in my opinion I think these changes for the  Branch “Skillful Shooting” would make people more interested in trying it out and even playing it without being too broken.
     
     
     Branch “Spirit of ancestors”
    -
    For their long-standing adherence to the traditions of the ancient ancestors of the Mountain clans, warriors are rewarded with wisdom. Hunters of the "Spirit of ancestors" branch are capable of using ritual magic that purifies their body and suppresses the will to live in their enemies.
     
    Lesser talents
     
     Stunning Shot+
    Increases the duration of the skill's effect by 0.5 sec.
     Sapping Shot+
    Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
     Arrow of Silence+
    Increases the duration of the skill's effect by 0.7 sec.
     Blessing of the Mountains+
    Increases the effect of a skill that increases a character's “Dodge” parameter by 1 \ 2 \ 3%.
     
    Key class talents
     
     Suppression
    Increases the duration of all debuffs, including DOT-effects, from character skills by 25% when used on an enemy under the effect of “Arrow of Silence”.
     Self-cleaning
    With a 25% chance removes 1 debuff from the character when dodging an attack, but no more than once every 4 sec.
    `
    -this branch is a complete mess, some of the lesser talents upgrades aren't in sync with the branch idea, this branch is clearly based to be for PvP content whether its arena or group fights however it has few problems
     
     Blessing of the Mountains+
    Increases the effect of a skill that increases a character's “Dodge” parameter by 1 \ 2 \ 3%.
    -this talent is not useful in any way because having blessing of the mountains skilled 4/4 and hunter's agility at 1/5 is more than enough to max the hunter's dodge parameter so leveling this talent serves no purpose
     
    -so I want to suggest to either increase the dodge parameter limit to 75% to give value to leveling up dodge skills or talents and also to not fall far behind against classes that has accuracy increasing skills ( most PvP classes can get near 40% accuracy from skills or party aura) or to make this talent increase the duration ( numbers and values can differ based on balance )
     Blessing of the Mountains+
    Increases the duration of the skill's effect by 2 \ 3 \ 4 sec.
     
    -my second problem with this branch is also the key class talent which is
     Self-cleaning
    With a 25% chance removes 1 debuff from the character when dodging an attack, but no more than once every 4 sec.
     
    -first of all the current meta of the game don't support dodge builds since most classes gain a lot of accuracy from skills talents or even buffs and on top of that the talent has only a 25% chance for it to work in first place making this talent has 2 conditions it you need to first dodge an attack only then it would have a 25% chance of it working making this talent extremely rare to work 
     
    -so i want to suggest modifying the talent to make it more visible or active, the change would also come from increasing dodge parameter limit to make dodge build viable again OR i would also suggest to increase the chance of it working to 75% but the chance will decrease by 25% every time the talent works but no less than 25% ( 75 > 55 > 25%) and it resets back to 75% after 16 sec or if the player goes out of combat for 7.5 sec or it can be the other way around where the chance for the talent to work is increased by 20% every time the player dodge an attack but the talent don't get activated but no more than 85% ( 25 > 45 > 65 > 85% ) and the chance would reset back to 25% every time the talent do get activated ( numbers and values can differ based on balance )
     
    in the end i feel like these changes can be really useful for hunter and make the other 2 branches more viable and encourage people to test them out and come out with new build or playstyles without making them too broken, and i hope any of them get implemented 
     
    thank you 
     
  8. Like
    Ogull reacted to Abi in Suggestion for the "Blessing of the mountains" Key talents   
    as the title says, blessing of the mountain skill is supposed to be a skill for hunters to use to be able to survive in fights a bit longer as well as maxing out their "dodge" parameter which is the defensive mechanism damage classes are designed to use ( Rogue and Ranger too )  to not become a glass canon and immediately die to any sign of damage

    that being said the problem me and other hunter players face when it comes to attempting to take advantage of our designed parameter "Dodge" is that "blessing of the mountain" skill doesn't go well with the idea or game player of hunter or rather ranged class.

    as a ranged backline class your first intention is to avoid as much damage as possible however this isn't support by the key talent the "blessing of the mountains" skill has which is:
     
     Blessing of the Mountains: Reduces all incoming damage to the character by H% and increases his “Dodge” parameter by D% for T sec.
     Agility: If the character dodged the attack while the "Blessing of the Mountains" skill was in effect, the duration of the positive effect of the skill will increase by 2 sec. The effect is triggered no more than once every 4 sec.
     
    the idea of having the need to take damage in the first place in order for the Agility talent to work and that's only if you dodge an attack otherwise the talent won't be granting you what it designed to do is simply unfair assuming the skill is supposed to make you withstand damage IF you do take some ( your goal would be to avoid damage to begin with ) but this talent in other words is forcing you to take damage for it to be activated ( keep in mind that the dodge parameter has been getting extremely underwhelming with the fact of many classes now can grant accuracy parameter increase whether to themselves or to their allies ) on top of that the skill has a short duration and the only way you could maintain it is through the talent.

    thus i would like to suggest the rework of the  Agility  talent to the following:
     
     Agility : If the character has the "Blessing of the Mountains" skill , the skill would become permanently active, and every time the character dodges an attack the amount of damage reduction the skill grants is increased by 2.5% for 10 sec, but no more than 10%

    meaning the talent would increase damage reduction every time the character dodges up to 10% ( at 4/4 the skill will be 15% + 10% from talent having 25% damage reduction at max increased amount)
     
    this way hunters will be able to always have their defensive parameter "dodge" active and don't have to risk taking damage in order for them to maintain the skill, it will make people more interested in playing this skill and talent as it would help the hunter a lot by not being so fragile and dying the moment they get harmed or stunned
     
     
    Thank you 
  9. Like
    Ogull reacted to Cowabunga in Barbarian skills/talents flaws and suggestions   
    Warcry: Deals the "Aggression" debuff to all enemies around the character within a certain radius for T sec. and the "Mountain defense" debuff to the character for T sec. The "Aggression" effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Mountain defense" effect increases the physical and magical protection of the character by D%. The maximum number of player targets is Y, there is no limit on the number of monster targets.
     
     Bloodshed: The "Warcry" skill additionally applies the "Bleeding" debuff to all opponents for 9 sec. The effect deals periodic damage of 33% of the character's physical strength every 3 sec.
     
    Warcry skill needs to reworked because it is terrible if you compare it with other tank class skills, it has a very small impact when you agro mobs because you need to wait at least 10 seconds to be able to use it again.
     
    I would suggest to add a damage factor into the skill making it deal 100% of the barbarian damage to all enemies within 2 yards radius and to modify the "Bloodshed" key class talent to apply bleed and make the group damage from the skill also deals increased damage by 5% of the barbarian physical defense IF the barbarian is using 1 hand weapon and shield
    " having 10k defense would mean the skill ONLY deals 500 extra damage BEFORE reduction calculation "
     
    this will give the barbarian the ability to deal group damage or area affect damage to make them more useful for mass fights against groups of mobs.
     
     Combat Fury: Deals the "Combat frenzy" buff to the character for T sec. The effect increases the "Accuracy" parameter by A%, restores H% health from maximum instantly and J% health from maximum every 3 sec. for 12 sec.
     
    Combat fury is a nice skill except the healing is too low, you just can't tank multiple mobs/players with this heal at all without high life steal and it only benefits the barbarian himself and being a tank you're most likely wont be the 1st target to be attacked making this skill useless to team fights.
     
    I would suggest the increase in the amount of healing from the skill by a bit and to make the skill also heal allies within 3 yards from the barbarian by 50% of the original healing value and also grant the accuracy buffs to the allies within the radius
     
    this will make the barbarian role of a frontline more useful in mass fights and arena and also change the idea of barbarian being a solo playing character that only benefit themselves to a more team oriented class that would be a pleasure to have in arena with you especially the 1 hand and shield builds.
     
     
     Last Wish: When health is reduced to H% from the maximum, the damage received by the character is reduced on D% for 8 sec. Cannot trigger more often than once per 90 sec.
     
    This skill is completely fine however due to the fact of it not resetting upon entering arena makes it underwhelming as out of 5 arenas you will only get to use it once
     
    for that i want to suggest to make the skill cooldown resets upon entering arena and arena only
    "the cooldown wont reset upon using a life scroll"
     
    And another suggestion would be to make the cooldown timer get reduced by a certain % upon killing a target, meaning if the last wish gets activated and gets on "90sec" cooldown killing an enemy player would make the cooldown get reduced by 5-10sec this wouldn't be broken but it will allow the barbarian to be able to use the last wish more than once in arena IF they do manage to survive that long.
     
     Execution
    Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike
     Bloodletting
    Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4.
     
    the talent is great and the idea of bleed to increase the 2 hand play style is nice but i think playing 2 hand barbarian makes the player at a disadvantage if not having a good sort of lock down since they lost the ability to use their skill "shield strike" making them even as a playstyle that should be dealing heavy damage fall behind against support and healing classes.
     
    that being said i want to suggest the adjustment to the bloodletting talent making the bleed "from the talent alone" ALSO decrease the target movement speed and healing received from the skills, life steal and potions by 5% for each bleed applied " applying 3 bleeds will result in deceasing enemy movement speed by 15% and their healing by 15% "
     
    this will give the 2 hand playstyle some sort of lock down to be able to put out damage without being fully nullified by a single healer or support class.
     
    ALSO, I would suggest to increase the chance to inflict additional bleed debuff to the enemy, because even with 70% attack speed and spamming instant damage skills, I still struggled to inflict 4x bleeds on a target. ( current chance is 25%, I would suggest to increase it to 40% )
     
     Berserker Power: Applies the "Berserk power" buff to the character for the duration of the skill. The effect increases the "Penetration" parameter by R%, as well as the "Attack speed" parameter by R% if equipped with a one-handed weapon, and the physical power of the character by R% - if equipped with a two-handed weapon. During the effect, any incoming damage dealt to the character increases by D% and the maximum amount of health decreases by H%. Permanent skill
     
    The skill is great, it makes Barbarian stats equal to other classes to be able to take down targets weather pve or pvp, however, this skill has lethal debuffs, and since this skill is most likely used when using 2 hand weapons, the Barbarian is extremely vulnerable in pve/pvp, and having -15% hp and increased incoming damage by 10% just seems unfair.
     
    my suggestion is to remove one of the debuffs or remove both of them at least when barb is using 2 hand weapon because you already do not have the buffs you get from using a shield, and can not even block attacks.
     
     Stone Skin: Every T sec, the character accumulates the "Stone skin" buff. The effect allows you to ignore D% of the damage from the next auto-attack or skill that deals instant damage. Blocked damage instantly accumulates one effect, but no more than once every 2 sec.
     
    Barbarians are supposed to be tanky, having damage reduction is a must since it lacks healing skills, obviously the damage reduction you get from stone skin is nice because it can get up to 65%, but the issue with it is the cool down.
     
    My suggestion is to make Stone Skin a permanent skill, and decrease the damage reduction by 15% if the skill is 4/4.
     
    That way Barbarian can survive as a tank class in big pve/pvp fights because it lacks heals and damage reduction like dk/warden/pala.
     
     Branch “Berserk” When looking at Barbarians of the “Berserk” branch, you can only see bloodthirsty eyes and the gleam of a huge ax.You will not envy those who will meet with this fury in battle. 
     
    Just a suggestion for this branch, to give the barbarian a visual effect if they choose Berserker branch.
  10. Like
    Ogull reacted to Cowabunga in Key class talents in branch “Berserk”   
    Hello!
     
    I would like to make a suggestion for Barbarian’s branch “Berserk”
     
     Branch “Berserk”
    When looking at Barbarians of the “Berserk” branch, you can only see bloodthirsty eyes and the gleam of a huge ax.You will not envy those who will meet with this fury in battle.
     
    The fact that Barbarian got a branch to be able to use his ability of wielding 2 hand weapons to its full potential is really great and fun, HOWEVER, when I read the description of “Berserk” branch and use this full branch in battle, it seems very very underwhelming, enemies should be frightened to death and scattered when they see a Barbarian with this branch rushing to them.
     
     Execution
    Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
     
     
    I think key class talent “Execution” is amazing, but I do not like the fact that you need another KEY CLASS TALENT, to get the full potential from “Execution” talent.
     
    So what would I change in “Execution”?
    I suggest that the talent it self gives bleed as well, because even with “bloodletting” talent, it is really hard to get 4x stacks of bleed on 1 enemy.
     
     Bloodletting
    Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4
     
    This is supposed to be a key class talent that cost 75k knowledge, and I honestly think it is really disappointing since it only gives bleed debuff ( low chance, low damage ).
     
    However, my suggestion for this talent is to change it to aoe damage per auto attack/instant damage skills, every attack to an enemy, it gives any other enemy around Barbarian 25% of the damage dealt.
     
    This way we can solve the lack of aoe damage for Barbarian class in both pve/pvp, and live up to the description given in branch “Berserk”.
     
    Thank you ☺️ 
  11. Like
    Ogull reacted to Mateusz in Make barb usefull again   
    In my opinion barb is in rly bad state in terms of group fights. Have 0 really usefull skills in gvgs/raids etc. 
    Here are my suggestions to change that issue: 
     
     Warcry: Deals the "Aggression" debuff to all enemies around the character within a certain radius for T sec. and the "Mountain defense" debuff to the character for T sec. The "Aggression" effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Mountain defense" effect increases the physical and magical protection of the character by D%. The maximum number of player targets is Y, there is no limit on the number of monster targets.
     
     Bloodshed: The "Warcry" skill additionally applies the "Bleeding" debuff to all opponents for 9 sec. The effect deals periodic damage of 33% of the character's physical strength every 3 sec.
    In last rebalance year ago our talent warcry got added the maximum amount of targets depending on skill lvl. Before there was no limit of pvp targets which wasnt that bad since skill deal about 200 dmg per tick to pvp player. With last rebalance we need to waste 3 skill points (1lvl is 3 targets) just to get 3 more targets at 4lvl. Since dmg is very low, very slow and the amount of targets isnt great too it makes skill and talent completely useless in terms of group fights. 
    My suggestion is to add more dmg from bleed if we lvl up skill and 1 instant tick when we use skill.
    Just as an example(numbers of % can be different than my example):
    1lvl-33% 2lvl-40% 3lvl-50% 4lvl-60%. This is basically the only aoe dmg skill that barb has and its useless in current state. 
     
     Combat Fury: Deals the "Combat frenzy" buff to the character for T sec. The effect increases the "Accuracy" parameter by A%, restores H% health from maximum instantly and J% health from maximum every 3 sec. for 12 sec.
    Since barb has 0 support skills and mc side lack in aoe healing overall here we can change skill mechanics so when barb use combat fury he get same effects as now but his party will get that buff which heals them % health from max hp every 3 secs for 12 sec. Thats something which wont make any big change but would make barb a little more usefull in pt. 
     
    Scream of Fury: Decreases the "Penetration" parameter by P% for all enemies within 2 yards of the character and increases the character’s "Block” parameter by B% for T sec. The maximum number of player targets is Y and the number of monster targets is unlimited.
    This is the skill that noone use, even with new talent its still very useless bcs talent % is too low and takes too much time to use the skill. As much as i tested it does basically nothing also doesnt work for aoe stuns like zone or circle + talent is located in very bad branch that noone choose.
    I suggest it should be completely reworked for something that deal aoe dmg(if aoe bleed wont get buffed) or buff our allies. 
     
     Charge: The character instantly moves to the enemy from a distance of two or more yards, deals physical damage in the amount of P% of the physical strength of the character and deals the "Stun" effect for T sec. The effect does not allow to move, attack or use skills.
    I suggest to add to this skill % chance to land aoe stun or aoe dmg in radius of 1 yard around target. It wouldnt be broken since there wont be 100% chance to land aoe stun/dmg + enemy still can resist that stun. 
     
    There are just some ideas, u may not agree with some of them but the 1 thing is sure, barb need improvements in terms of aoe/group fighting like gvgs/raids/castles etc. The current "debuffs" that barb has are completely not up to date with nowadays reality of group fighting. 
     
    All the changes i suggested are in good faith to change barbs solo playstyle oriented role to more group/guild friendly and usefull class. 
     
  12. Like
    Ogull reacted to Mateusz in General skill changes suggestions   
    Hello im Bigego from eu emerald.
    Here are some of my thoughts and ideas for skill changes based on years of playin as a pvp focused barb. To gather all of following info i tested many different skill and eq builds as well as done alot of arenas/raids/gvgs/open world pvps vs every possible class in the game. 
     
     
     Last Wish: When health is reduced to H% from the maximum, the damage received by the character is reduced on D% for 8 sec. Cannot trigger more often than once per 90 sec.
    First and very simple change that every barb in the game is waiting for, reset cd of last wish after arena. We are not asking for reset after death bcs that would be propably too broken, but reset cd after arena wouldnt have any negative outcome, its impossible to abuse that, it would change the fact that last wish basically always works in 1 out of 2 arenas only. Imagine we have expert lvled to 4/4 and can use it in 50% of arenas only. 
     
     Stone Skin: Every T sec, the character accumulates the "Stone skin" buff. The effect allows you to ignore D% of the damage from the next auto-attack or skill that deals instant damage. Blocked damage instantly accumulates one effect, but no more than once every 2 sec.
    Skill that is fine in general in my personal opinion as long as u use 1h, however it becomes totaly useless and gives 0 deff when we use 2h. Someone may say there is talent that gives stone buff if we parry, but noone use that talent with 2h since we need "fury" talent in that case. So it just doesnt work in any way for 2h.
    My suggestion is to add some perma % dmg reduction while using 2h or % dmg redu based on our hp (similiar to paladin skill) while using 2h.
     

     Berserker Power: Applies the "Berserk power" buff to the character for the duration of the skill. The effect increases the "Penetration" parameter by R%, as well as the "Attack speed" parameter by R% if equipped with a one-handed weapon, and the physical power of the character by R% - if equipped with a two-handed weapon. During the effect, any incoming damage dealt to the character increases by D% and the maximum amount of health decreases by H%. Permanent skill.
    Skill that is crucial for 2h build and 1h speed oriented builds aswell. However the debuffs we are getting from skill which are -15% hp and 10% more dmg taken makes 2h barb a paper without any deff since stone doesnt work for 2h and last wish doesnt reset every arena and lasts for 8 secs only then we are naked without anything to save us from getting bursted. 
    My suggestion is to lower % of debuffs or delete both or 1 of them. Its worth to notice barb is propably the only class in the game thats getting debuffed while buffing. 
     
     Scream of Fury: Decreases the "Penetration" parameter by P% for all enemies within 2 yards of the character and increases the character’s "Block” parameter by B% for T sec. The maximum number of player targets is Y and the number of monster targets is unlimited.
    Skill that in theory may look usefull but in reality there are 0 barbs using it. Skill doesnt rly buff our deff, is easy to resist + debuff isnt that op aswell, also duration time is low. In the end completely noone use that skill bcs there are no benefits from putting skill points into it. 
    I dont have any specific idea in my mind right now but for sure that skill need to be completely reworked, for example some party buff may be added or 2h deff skill or aoe dmg, there are so many options that would work for barb. 
     
     Bloodshed: The "Warcry" skill additionally applies the "Bleeding" debuff to all opponents for 9 sec. The effect deals periodic damage of 33% of the character's physical strength every 3 sec.
    Dmg should be increased while lvling up warcry skill or change it for instant dmg aoe skill with %dmg depending on skill lvl. I covered that in previous post. 
     
     
     Combat Fury: Deals the "Combat frenzy" buff to the character for T sec. The effect increases the "Accuracy" parameter by A%, restores H% health from maximum instantly and J% health from maximum every 3 sec. for 12 sec.
    My suggestion is to give heal over time effect from the skill to whole party. I covered that in previous post aswell. 
     
     Charge: The character instantly moves to the enemy from a distance of two or more yards, deals physical damage in the amount of P% of the physical strength of the character and deals the "Stun" effect for T sec. The effect does not allow to move, attack or use skills
    I suggest to add % chance for aoe stun or dmg to enemies around target. I mentioned that in previous post too. 
     
     Warcry+
    Increases the strength of the skill's buff effect by 2 \ 4 \ 6%.
    Very useless talent, its not neccesary in pve and completely useless in pvp, i suggest to increase effect of bloodshed talent aswell. 
     
     Strong plates
    Increases the character's maximum health by 3% and reduces incoming damage to the character by 1,5% for each heavy armor equipped.
    As long as hp buff is good, dmg redu % is basically unnoticable. Since the whole "defense" branch is oriented to make us more tanky i would like to notice there are actually not many talents that gives us real tankiness comparing to other tank classes branches like dk or wd or pala. 
    I suggest to increase dmg redu % from 1.5% per heavy pc equipped to 2.5%.
     
     Execution
    Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
     Bloodletting
    Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4.
    I want to cover both talents at once bcs they are highly connected. As long as we wont get bleeds from bloodletting we cant get any benefit from execution talent. Its good move to give us some dmg oriented branch that would buff our dmg abit for 2h in pvp and pve. However the whole branch is too much based on luck. The bloodletting talent in most cases wont let us get 3 or 4 bleeds or it takes too much time to get them. Alot of times we put just 1 bleed on enemy untill we get stunned or our enemy manage to move away from us or will just die(especially in dgs when mobs dieing so fast), in that case 2 main key talents of dmg branch give us 5% more dmg on 1 skill and 1 weak dot in total and that happens alot in pvp and pve. 
    My suggestion is to make both key talents less luck based. As an example can change dmg buff in execution talent for 7% from each bleed and make it works with 3 bleeds max instead of 4. Dmg output will be the same but it will be easier to get max bleeds needed for execution talent. Can do pretty same with bloodletting, increase % chance to inflict bleed and increase bleed dmg but make it 3 bleeds max from talent. In current state its almost impossible to use those talents in its full potential. 
     
    I also want to bring last years rebalance developers commentary. 
    Developer commentary: Recently, the Barbarian has added abilities to their combat arsenal that greatly increase their offensive potential. Since this direction is showing great results, we want to continue the hybrid development of a class that can both take damage from opponents and deal high damage. The main task at the moment is to separate these areas so that the class does not turn out to be too strong.
    As its said devs wanna make barb abit more of an offensive class instead of tank dummy. I very like that idea but lets look closer. In last rebalance we got some of the skills % dmg buffed but our dmg buff from combat fury was changed to accuracy buff, which made whole offensive changes less noticeable since we lost 1 kinda strong dmg buff. With the idea of making barb more offensive class we also lost some of tankiness. In the end we have a class that is way less tanky than other tanks like dk, warden or pala and do way less dmg with 2h (as a pure dmg without deff) than basically every dmg class. Tankiness and dealing dmg is already separated for barb since we need 1h to tank and 2h to deal dmg. I dont see a reason for not changing some of the skills (not making it broken) in a way i suggested in this post to slightly increase our capabilities.
    I think 2h barb has too many skills that works for 1h only in current state which gives us very low variety of playstyles. 2h definitely need more usefull skills that would increase our capabilities of playstyles (and maybe variety of 2h builds aswell). 
    Also i wish to see barb move from being mainly solo class with solo abilities to more guild and group friendly class which was suggested with skill changes in this post aswell. 
    I hope and tried to give my ideas in balanced way to not make any skill and whole class too broken (playing broken class is boring actually and i dont want that happen to barb). Also i wish some of my suggestions can be considered and maybe in some way and form (no need to be exactly the same) implemented into the game. 
    Thanks for listening! 
  13. Like
    Ogull reacted to Santa Claus in Balance suggestion for dk   
    Dk has been pretty underwhelming char and it lacks mobility and dmg in pve and pvp . Dk is also only tank char that doesnt have passive defansive skill. So please go look at my suggestions and leave ur opinions on this.
     
      Thorn of Death:  make this skill same as  steel hurricane so that magic dmg dks should have  some benefit from it  since right now even with physical dmg this skill still does low dmg.
     Exhalation of Darkness:  this skill is very slow  with animation and fact that dk need to perform autoattack on enemy which is very slow. I would make this skill work instantly on enemy since its pretty slow right now and it feels outdated.
     Provocation: this skill should give some buff to dk since some other tank classes also got something else than just agro
     Threads of Darkness:this skill need to be reworked . Its pretty hard to close gap between enemy with amount  of resist in this game and considering that this skill is only one that gives dk chance to get close to enemies it should be reworked. Make it work like paladin jump or mage teleport giving it lets say 10-20 % dmg so that we can instantly silence some1 when we jump in. It shouldnt be problem since paladin ,reaper and barbarian have instant stun too without combination of skills
     Dark Shield:make this skill work on 65% chance and make it work on all skills . I would also love to have this skill as active with mana consuption bcs its easily removed by mages/chiefs also bcs dk is only tank that doesnt have pasive dmg reduction skill
     Death Call: give us some buff in dmg if we wont get it on another skills
     Steel Hurricane:this skill is fine 
     Saturation:this skill isnt worth upgrading just for 5% more life steal on each lvl . Also this skill should give another stat like lets say cd or penetration. We lack attacking stats in pve and in pvp.
      Sharp Shadow:this skill should just be adjusted that dk still gain heal if attack is blocked or dodged  since almost all classes got healing skills and this is only one that can be blocked or dodged
     Blow of the Silence:this skill is doing fine but considering how other classee got better 2nd effect its pretty bad . 25% dmg boost only work on 1 attack. I would remove that and make enemies slow down for 5-10-15-20% 
     Secret Reserves:this skills should be activated after arena is over 
     Aura of Hatred: well this skills doesnt give too much value right now  since 15 % def and 10 % dmg is almost unnoticable. I would either give dk some resist with this skill since dk only gain resist from buffs and its pretty slow and lack mobility or make it give penetration or cooldown
     Blood Protection: this skill should  have  Dark guardianship  effect that gives deatkinight 50% of effect when skill is used on ally and if we dont follow that branch we have pretty bad skill.  Since right now its worse version of shaman totem /paladin shield /chief rugged . If we compare it with shaman cleanse and chief rugged it doesnt have 2nd effect and if we compare it to paladin shiled it doesnt give anything to dk when its used on ally
     Knight's Curse:  this skill should  work like  Damned Echo . Same thing with blood protection in case if u dont go with talent u have pretty bad skill.
    TALENTS:
     Enjoying Blood: this talent is probably best out of 3 but its still pretty weak compared to other classes. We can either make it give more vampirism from 2nd hit or we can increase 2nd hit dmg.
     Bounty of Death: this talent is good in pve but it should not have 7 yards limit .
     A Dead Man's Howl: this talent actually doesnt do anything its pretty bad i would say that it would either need rework or make debuff work on enemies that are being hit rather than enemies that are close to u when u use skill.
     Branch “Death face”: this  branch is pretty good but its being ruined by 1 thing and that thing is Damned Echo . Its pretty bad in pvp bcs if enemy have magic resistance book or similiar buff from scroll it makes whole branch feel like actual nerf to a dk since normally without this talent dk does 12 hits and when we have this talent it does only 4. Also its said that when debuff end prematurely that curse zone will be placed but when its decreased by magic resistance book it doesnt.
     Branch “Dark Fortitude”: this branch is pretty good for deathknights with  shield but i would only buff if Dark guardianship effect that when u use skill on ally is applied on normal skill without talent.
     Branch “Vampire Essence”:this branch has been worst out of 3 and i actually dont see it becoming better.
  14. Sad
    Ogull reacted to Fishcat Link in [2023.10.28] «Horror Contest - 2023»   
    I'd love to, but my family won't let me
  15. Thanks
    Ogull got a reaction from Filipe Ramon in Advise of talent   
    ^ this

    suggestions seems for what you like and/or want for your dk.

    baptism by darkness from the face of death path should be used for 2 handed maces with magical damage as primary attribute (not spears like you mentioned), and the talent main point is to make use of the secondary physical damage that a dk have. more often than you think do we see knights with 1k magical damage and 600 physical damage.
  16. Like
    Ogull reacted to Dr Strange in Death Knight: skills and talents Information   
    This means a bug in the skill description. Passed on for correction, thanks 
     
  17. Like
    Ogull got a reaction from Yomo in dk need be buff cause below reason   
    dark shield is one of the skills dk have for defense, you can't except it to tank everything for you, specially considering that its a basic skill. as well as you... as a dk you are not excepted to tank everything solo, or at least shouldn't be. a healer could remove some bleeds or heal you and shield you among other things
     
    secret reserve heals you for its duration then gives you 20% damage reductions for its cooldown.
    sharp shadow gives you 20% of ur max health as heal each time you use it with saturation
     
    try investing some in defensive stats like parry, resist and block
    if you have mermen special skill life would be much, much better for you
     
    don't relay on 1 skill or 2, use every sliver of death knight you have in you
  18. Like
    Ogull reacted to Kun in dk need be buff cause below reason   
    as u can aee since u nearf dk dark shiled !now shiled cant decreseing dot dmg like bleeding and posion now elfs can ez kill dk if use bleeding skill!(so need buff blood protection or shiled/i suggest make blood protection as a nactive skill like hplow than30%,it active itself,cause its save expert skill 2sec time )and more dk thrid talent need change crit%to pene cause no one will pick thrid talent if no change like it cause crit%useless in pvp!!!
    and ome more cause
     
    bleeding
     
    dk now
     
    hardly tank mm dg cause ez get 20+bleeding debuff on sharks!plz buff dkasap!
     
  19. Like
    Ogull reacted to Abi in Suggestion "Hunter's Mark" Change   
    As the title says
     

     
    Hunter's Mark is one of the key skills for hunters for DPS and its great, however due to the fact it needs to be applied to the target makes it a bit weak since it can be cleansed or resisted by players and by Dungeons bosses " Mythical sea DG boss" or Raid bosses with permanent cleanse ( ELM )  making the hunter lose a lot of their DPS when the bosses or players resist or cleanse it as well as losing all your stacks once the target dies or you needing to change to a new target like in dungeons with massive number of mobs " Castle Dungeons " or if you change your target in PvP attacking someone else means the hunter will have to start from the 0 again stacking their debuffs on the target in order to be able to use this skill to its maximum capability.
     
    comparing it to similar skills the Ranger has like "Bitterness" or "Piercing Anger" which grants the stacks to the Ranger itself rather than the target making the ranger deal the same damage to their targets whether they have cleanse or resistance or if they change their targets because the buff is on the Ranger rather than their target

    Thus I want to suggest the rework of Hunter's Mark into making it buffs the hunter rather than debuffing the target and the buff would increase the Outgoing damage hunter deals rather than increase the incoming damage, the values would be the same but this will allow hunters to use their Mark to its full potential.
     
    Thank you 
  20. Thanks
    Ogull got a reaction from Shadowmon in Advise of talent   
    ^ this

    suggestions seems for what you like and/or want for your dk.

    baptism by darkness from the face of death path should be used for 2 handed maces with magical damage as primary attribute (not spears like you mentioned), and the talent main point is to make use of the secondary physical damage that a dk have. more often than you think do we see knights with 1k magical damage and 600 physical damage.
  21. Thanks
    Ogull got a reaction from Khrone in Advise of talent   
    ^ this

    suggestions seems for what you like and/or want for your dk.

    baptism by darkness from the face of death path should be used for 2 handed maces with magical damage as primary attribute (not spears like you mentioned), and the talent main point is to make use of the secondary physical damage that a dk have. more often than you think do we see knights with 1k magical damage and 600 physical damage.
  22. Wow
    Ogull got a reaction from Laevateinn in New Totem Talent   
    how about a totem that randomly spawn one of the three totems the shaman has for few seconds 
  23. Haha
    Ogull got a reaction from Shadowmon in "Attraction" Seeker Skill is useless right now   
    imagine needing to pay 40k for a basic skill

  24. Haha
    Ogull got a reaction from Khrone in "Attraction" Seeker Skill is useless right now   
    imagine needing to pay 40k for a basic skill

  25. Haha
    Ogull got a reaction from Khrone in Desbalanced warlock   
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