i would say to keep the 25% more damage, but make it so that if the skill gets resisted, then it will skip the 25% more damage and place the cursed zone immediately
In my honest opinion, in order for this change to be effective, DKs should be able to cast flames independently if the skill gets resisted or not. Against Raid Bosses we are basically handicapped by one skill (since they resist it). Enemies who resist it cancel the skill completely, and we need almost 30 seconds in order to apply it again: an eternity in PvP scenarios (not to count that nobody is stupid enough to stand on flames, and being the area 3x3, it's pretty easy to avoid)
I think it's fair to at least apply Flames independently of the presence of the debuff. In other words, make flames appear even if the skill is resisted.
Yes, only magic damage. Should your Magic Damage be higher than your Physical damage, it will be applied the listed formula to calculate the damage done.
Did you miss the winter holidays? Light frost and flakes of snow, slowly whirling overhead, herald the release of the Warspear Online Update 10.2! For your convenience, the text of the announcement is divided into the two parts, and while the snow elves are preparing the holiday island to receive guests, we present to you the long-awaited rebalance of the skills.
Improving game mechanics is not an easy task, because in addition to the variety of combinations of skills and relics, the player's actions are predetermined by dozens of different factors. Moreover, the rebalance maintains a sense of freshness in the process of playing for different classes, and also increases the variability of builds of the character. Making such changes in the name of diversity and a healthy balance of power is our main goal. It is thanks to these transformations that the war for the spear in Arinar continues, and the battles remain exciting!
We will tell you in detail about the incredible adventures that await you during the World Creation holiday in the second part of the announcement. Now is the time to find out what skill changes will become available with the release of update 10.2!
Please note that after testing of the update, some changes may be adjusted.
General
Dual Wield Specialization
Added a 30% reduction in magical damage from a weapon in the left hand.
Developer commentary: When using a certain combination of weapons, the Chieftain received too high the final efficiency. This adjustment will give the right to life to other types of weapons and equalize their usefulness.
Change of magical power in two-handed maces and spears
For all two-handed maces and spears the value of magic power was increased by ~18%.
Developer commentary: This type of weapon was not very popular among players, and therefore it was decided to update the indicators of magical power. We hope that this will allow classes based on this stat to use two-handed weapons more often and more effectively.
Damage Reflection
Now the returned damage is not reduced by defensive parameters of the opponent.
Now DOT-damage, damage from interactive objects and some unique play objects cannot be reflected.
Now the reflected damage doesn't activate relics of the opponent.
The reflected damage cannot be critical and cannot be increased using other attack modifiers.
The reflected damage counts in damage dealing in dungeons, on the Arena and on the Guardian of the castle.
The reflected damage increases the amount of aggression to the character, if the aggression indicator is more than 0.
Classless book “Enhanced Damage Reflection”.
Changed skill type from active to passive.
Now skill increased the “Damage Reflection” parameter of the character by 6% for 1800 sec.
Icy Relic of Reflected Damage
“Damage Reflection” parameter gain is increased: from 15% to 20%.
Developer commentary: We significantly reworked the “Damage Reflection” parameter, made the mechanic clearer, and the action - stronger. Moreover, we adjusted the interaction with some mechanics, so that this parameter can’t hurt the owner. The situation with the classless book “Enhanced Damage Reflection” is similar - the skill effect becomes active, and you can turn it off at any time.
Resistance
Now the duration of DOT-effects will not decrease from the bonuses of the classless book “Magic Resistance”, the bonus of the equipment “Resistance of Underwater” and the “Resistance” bonus.
Developer commentary: The mechanics of DOT damage were often given in their effectiveness in high instant damage, especially when there were a number of mechanics that completely canceled these attempts.
Skills with a constant energy consumption
Active skills with constant energy consumption reclassified to active permanent skills. Now they will not expend energy, but instead will decrease the "Energy Regeneration" parameter of the character. The value is subtracted from your final energy regeneration regardless of the state of the battle. The value of energy regeneration cannot be negative.
Skills can be used with any amount of energy regeneration.
The value is subtracted from your final energy regeneration regardless of the state of the battle.
The value of energy regeneration cannot be negative.
Skills can be used with any amount of energy regeneration.
Developer commentary: This change is intended to simplify the use of skills of this type, since it will now be much easier to calculate the required amount of energy. In addition, now you don't have to worry about disabling the skill if the energy runs out.
Thirst for Life
Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18 units.
Irreversible Anger
Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18 units.
Crushing Will
Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18 units .
Removing of positive impacts
Mage's expert skills "Magic Ban" and Chieftain's "Spiritual Purification", as well as relics "Great Relic of Dispelling" and "Small Relic of Dispelling" can no longer remove the effects of permanent skills, as well as the effects of Mermen's set skill equipment.
Developer commentary: Previously, the effects of Mermen's set skill equipment could completely neutralize the effect of “Magic ban” and "Spiritual Purification", which often did not allow getting to the enemy's key buffs.
Chosen
Paladin
Fetters of Justice
The skill no longer reduces enemy damage.
Energy consumption is reduced by 2 units on all skill levels.
Light Aura
Changed skill type from active to active permanent skill: energy regeneration reduction of 7 \ 7 \ 8 \ 10 \ 12 units.
Cooldown time is reduced: from 30 sec, to 20 sec.
Changed the visual effect of the skill.
Added to the list of available relics for the skill: “Great Relic of Energy Stability”, “Small Relic of Energy Stability”.
Removed from the list of available relics for the skill: “Great Relic of Energy Efficiency”, “Small Relic of Energy Efficiency”, “Great Relic of Continuous Effect”, “Small Relic of Continuous Effect” - after the release of the update, if these relics were installed in the skill, they will be automatically replaced by the Relic of Energy Stability.
Now the relic effect "Icy Relic of Intractability" will be activated while the "Rage" effect is on the character and will be deactivated if the effect from the "Rage" effect is over.
Heavenly Light
The amount of healing from magic power is reduced: from 100 \ 110 \ 120 \ 130 \ 140 %, to 85 \ 95 \ 105 \ 115 \ 125 %.
Energy consumption is reduced by 2 units on all skill levels.
Illumination
Skill damage from magic power is reduced: from 110 \ 120 \ 130 \ 140 %, to 70 \ 80 \ 90 \ 100 %.
Repellent Strike
Stun duration is increased: from 1.5 \ 2 \ 2.5 \ 3 sec, to 2.5 \ 3 \ 3.5 \ 4 sec.
Harad's Call
Skill damage from magic power is reduced: from 110 \ 120 \ 135 \ 150 %, to 100 \ 110 \ 125 \ 140 %.
Energy consumption is reduced by 2 units on all skill levels.
Harad's Banner
Banner now deals a fixed amount of damage at 35 \ 40 \ 45 \ 50 % from magic power every 2 seconds, and deals 50% more damage to targets that are under the effect of Sun Seal skill.
Energy consumption is reduced by 4 units on all skill levels.
Sun Seal
The skill effect no longer goes into defensive parameters, except “Resistance”.
Skill damage now depends on the highest physical or magical power of the character.
Paladin's Prayer
Cooldown time is reduced: from 45 sec, to 40 sec.
Skill duration is increased: from 16 sec, to 20 sec.
The amount of restored health is reduced: from 100%, to 40 \ 50 \ 60 \ 70 %.
Reduced speed of bonus reduction to maximum health: from 25% every 4 seconds, to 10% every 2 seconds.
Energy consumption is reduced: from 22 \ 26 \ 30 \ 34 units, to 20 \ 24 \ 28 \ 30 units.
Inner Forces
Skill now reduces the damage received from players by 2% and from monsters by 3% for every 12 \ 10 \ 8 \ 6 % of missing health.
Sacred Shield
Cooldown time is reduced: from 40 seconds, to 35 seconds.
Shield strength is reduced: from 50 \ 65 \ 80 \ 100 % from the target's health, to 30 \ 45 \ 55 \ 70 % from the target's health.
Skill can now be applied to yourself on any level of skill development
Light Defense
Displayed effect icon changed.
Developer commentary: The Paladin demonstrates high efficiency in most game situations, due to that the demand for other classes of a similar game direction decreases. The Harad's Banner is now a full-fledged area damage skill, but it will be much weaker in point battles. And the increase of magical power in two-handed maces and spears should fully compensate for the reduced indicators in skills.
Mage
Fire Ball
Skill can no longer apply the “Fear” effect if the target is under the “Blazing Ground” skill effect.
Now if the target is under the "Blazing Ground" effect, with a chance of 30 \ 25 \ 40 \ 45 \ 50 % the effect duration will be updated.
Blazing Ground
Now the skill creates a blazing zone in the specified area for 6 seconds. Each second the zone applies a debuff to all enemies in it for 3 \ 4 \ 5 \ 6 sec. The effect deals magic damage every second.
Overload
Speed of inflicting continuous damage from the "Overload" effect is increased by 2 times.
Aura of Fire
Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units - the total energy consumption became less.
Skill damage from magic power is increased: from 14 \ 18 \ 22 \ 25 % every 3 seconds, to 16 \ 20 \ 25 \ 29 % every 2,3 seconds.
Roaring Flame
Skill no longer reduces the accuracy of the enemy.
Skill now applies a debuff to the target, which increases the damage the target receives by 5 \ 10 \ 15 \ 20 % for 6 \ 8 \ 10 \ 14 seconds.
Developer commentary: Although the Mage has strong support skills, they were used for the most part only in PvP-directions. The reworking of the “Roaring Flame” skill and the increased damage of a number of other skills should also benefit the class in PvE-battles.
Priest
Harad's Tears
Added radius for an additional attack: from the whole location, to 4 \ 4 \ 5 \ 5 \ 6 yards around the character.
Holy Shield
Cooldown time is increased: from 12 sec, to 15 sec.
Shield volume is increased by ~40% on 4-5 skill levels.
Now the effect of the skill will be summed with the effect of other skills that impose shields, rather than replacing them.
Energy consumption is reduced by 2 units on all skill levels.
Healing Touch
Reduced the amount of healing from the skill on 3-5 levels by ~15%.
Energy consumption is reduced by 2 units on all skill levels.
Valor Aura
Changed skill type from active to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units.
Cooldown time is reduced: from 70 sec, to 20 sec.
The limit on the range of the skill effect was removed.
Redemption
Energy consumption is reduced by 2 units on all skill levels.
Mystic Mark
Cooldown time is increased: from 5 sec, to 15 sec.
Skill now applies the "Mystic Mark" debuff on the enemy. Effect decreases target's physical and magical defense by 10 \ 15 \ 20 \ 25 % for 20 sec. When the effect has expired or the skill has been recalled, the target and all enemies within 1 yard of the target receive increased magical damage.
Exhausting Burden
Skill now applies the "Under Supervision" buff to a character or ally for 6 \ 7 \ 8 \ 10 sec. Effect reduces the next incoming damage from an enemy's auto-attack or skill that deals instant damage by 20 \ 30 \ 40 \ 50 %. Enemy that dealt this damage receives the "Exhausting Burden" debuff for 4 \ 5 \ 6 \ 7 sec. Enemy under the effect cannot move, the damage to the target does not remove the effect.
Energy consumption is reduced by 2 units on all skill levels.
Developer commentary: Previously, the Priest had in his arsenal many uncomfortable and difficult mechanics that could not be effectively used. Now the Priest should become more understandable and comfortable character, while his effectiveness in different game directions will become higher.
Seeker
Harad's Shield
Shield strength is increased by 2 times on all levels of development.
Physical strength gain is reduced: from 1,5 \ 2 \ 2,5 \ 3 \ 3,5 % for one effect, to 1,2 \ 1,4 \ 1,6 \ 1,8 \ 2 % for one effect.
Inspiration
"Penetration" parameter gain is reduced: from 2 \ 4 \ 6 \ 8 \ 10 %, to 2 \ 3 \ 4 \ 5 \ 6 %.
Exacerbation
Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 10 \ 12 \ 14 \ 17 \ 19 units.
Damage from auto-attacks is reduced: from 5 \ 10 \ 15 \ 20 \ 25 %, to 8 \ 11 \ 13 \ 17 \ 20 %
Dangerous Blow
Damage from bleeding is increased by 2 times on all skill levels.
Sun Nets
Now the skill additionally applies the “Sleep” effect to all targets within a 1 yard radius of the character. If all enemies in combat with the character are sleeping, the character can use the "Disappearance" skill.
Duration of action is reduced: from 4 \ 5 \ 6 \ 7 sec, to 3,5 \ 4 \ 4,5 \ 5 sec.
Sun Power
Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units.
Skill no longer increases the damage the character receives during the action.
Splitting Blow
Damage from bleeding is increased by 2 times on all levels of development.
Inner Rage
Effect of the skill now keeps for 5 \ 6 \ 7 \ 8 sec. after a health increase above the specified level.
Attack Instinct
Cooldown time is reduced: from 36 sec, to 25 sec.
Developer commentary: Fixes to this class's skills should reduce the distance in damage between the Seeker and other characters and help stabilize the race for damage. It is important to note that the Seeker is still a very strong damage dealing class.
Templar
All Skills
Energy consumption for all skills is reduced by 1-2 units.
Whirlwind of Repentance
Damage from the skill is increased: from 75 \ 85 \ 95 \ 105 \ 115 % from physical strength, to 85 \ 95 \ 105 \ 115 \ 125 % from physical strength.
Harad's Teachings
Trigger limit is reduced: from not more often than 1 sec, to not more often than 0.5 sec.
Touch of Truth
Skill can now be applied on yourself or to an ally up to 4 yards away.
The response time of the effect is increased: from 2,8 sec, to 2 sec.
Mantra of Healing
Healing from the skill is reduced: from 5 \ 6 \ 7 \ 8 % health per second, to 4 \ 5 \ 6 \ 7 % health per second.
Deity Statue
Base health and health gain from the maximum health is increased by ~30% on all skill levels.
Duration of action is increased: from 12 \ 16 \ 20 \ 24 sec, to 16 \ 20 \ 24 \ 28 sec.
Damage reduction from auto-attacks is increased: from 10 \ 15 \ 20 \ 25 %, to 15 \ 20 \ 28 \ 35 %.
Sucker Punch
Damage from the skill is reduced: from 130 \ 170 \ 210 \ 250 % from physical strength, to 120 \ 150 \ 180 \ 220 % from physical strength.
Heaven's Power
Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units.
"Penetration" parameter gain is increased when using a staff: from 2 \ 4 \ 6 \ 8 %, to 6 \ 8 \ 10 \ 12 %.
Particle of Life
Cooldown time is reduced: from 30 sec, to 25 sec.
The monster's life is increased: from 10 \ 13 \ 16 \ 23 sec, to 13 \ 16 \ 23 \ 28 sec.
Monster damage is increased by ~15% on all skill levels.
Onslaught
Damage from the skill is reduced: from 130 \ 140 \ 160 \ 170 % from physical strength, to 115 \ 125 \ 140 \ 155 % from physical strength.
Developer commentary: The Templar duly showed himself in PvP directions, and in some of them he even took a leading position. In this regard, we tried to equate the existing disadvantages in the PvE and the advantages in PvP.
Firstborn
Blade Dancer
Magic Transformation
Cooldown time is reduced: from 30 sec, to 24 sec.
Shield strength is increased by ~30% on all skill levels.
Blades' Power
Changed skill type from passive to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units.
“Attack Strength” parameter gain is reduced: from 10 \ 15 \ 25 \ 40 %, to 8 \ 15 \ 24 \ 30 %.
Added the visual effect of the skill.
Sonic Boom
Damage area is increased.
Damage from the skill is increased by ~30% on all skill levels.
Developer commentary: Blade Dancer had a skill with excessive efficiency, and the use of this skill did not create any inconvenience in contrast to the benefits obtained. The corrections should change this situation.
Ranger
Evasion
Cooldown time is increased: from 20 sec, to 30 sec.
Reduced the skill duration: from 20 \ 30 \ 40 \ 50 \ 60 sec, to 15 sec.
Evasion gain is increased: from 5 \ 7 \ 9 \ 11 \ 13 %, to 11 \ 14 \ 18 \ 22 \ 26 %
Ranger's Blessing
Chance of activation the effect is increased: from 10 \ 14 \ 17 \ 20 \ 25 %, to 20 \ 28 \ 34 \ 40 \ 50 %.
Damage from the skill is reduced: from 50 \ 60 \ 70 \ 80 \ 90 % from physical strength, to 25 \ 30 \ 35 \ 40 \ 45 % from physical strength.
Fire Arrows
Attack damage is reduced by 2 times on all skill levels.
Now the amount of DOT-damage depends on the physical strength of the character.
DOT-damage of the skill is increased by 3 times on all skill levels.
Point Shooting
Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 9 \ 11 \ 13 \ 15 units.
“Accuracy” parameter gain is reduced: from 10 \ 15 \ 20 \ 25 %, to 8 \ 12 \ 16 \ 20 %.
The skill no longer slows the character during the action.
Bitterness
The maximum number of skill effects is reduced: from 10 to 5.
The number of parameters for each effect is increased by 2 times.
Hunter's Cage
Increased the range of the skill usage: from 4 yards to 5 yards.
The duration of the effect is reduced: from 4 \ 5 \ 6 \ 7 seconds, to 3 \ 4 \ 5 \ 6 seconds.
Vengeful Shot
Increased the range of the skill usage: from 4 yards to 5 yards.
Stun duration is reduced if the target was under the “Hunter's Cage” effect: from 3 \ 4 \ 5 \ 6 seconds, to 2 \ 3 \ 4 \ 5 seconds.
Developer commentary: Realizing the Ranger's potential in the current conditions was really not easy. We have weakened the influence of the factor of randomness on the class and made it more convenient and optional.
Druid
Insect Swarm
The debuff that reduces the enemy's attack speed no longer goes into defensive parameters, except “Resistance”.
Healing Dew
Reduced the amount of healing from the skill on 3-5 levels by ~15%.
Entangling Roots
Cooldown time is increased: from 13 sec, to 16 sec.
Forest Song
Chance of activation the effect is increased: from 40 \ 50 \ 60 \ 70 %, to 100 %.
Skill duration is reduced: from 4,4 \ 5,6 \ 6,8 \ 8 sec, to 3,4 \ 4,6 \ 5,8 \ 7 sec.
Cooldown duration is corrected: from 18 sec. to 25 sec.
Secret Link
"Penetration" parameter gain is increased: from 6 \ 8 \ 10 \ 12 %, to 10 \ 14 \ 16 \ 18 %.
Invigorating Stream
The amount of restored health at the 4th skill level from the magical strength is reduced: from 80%, to 65%.
Patronage of the Forest
The time between the activation of the effect is increased: from 6 seconds to 8 seconds.
Developer commentary: The Druid, like all healing classes, received a slight reduction in healing abilities. This is primarily due to the general weakening of damage for classes, as well as excessive efficiency in a number of game situations. But in addition to this, the Druid's buff potential has been increased, which will allow him to be more useful in PvE battles.
Warden
Punishment
Increased the value of the “Accuracy” parameter reduction: from 5 \ 15 \ 25 \ 35 \ 45 %, to 15 \ 25 \ 35 \ 45 \ 55 %.
Warden’s Protection
Receiving damage from the skill no longer stops the Warden.
Switcheroo
Increased the range of the skill usage: from 4 yards, to 6 yards.
Stealing Power
Reduced the value of lowering physical and magical power: from 25 \ 30 \ 35 \ 50 %, to 15 \ 20 \ 25 \ 40 %.
Reduced the bonus to the “Attack Strength” parameter from 25 \ 35 \ 45 \ 70 %, to 15 \ 25 \ 35 \ 60 %.
Fortification
Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 8 \ 10 \ 13 \ 15units.
Added a visual effect for the skill.
Developer commentary: Players’ interest towards the Warden has somewhat dwindled after the previous changes to the class’ skills. Despite the Warden showing decent results in PvP and PvE battles, we are introducing some changes that will bring even more comfort to using this class.
Mountain Clans
Barbarian
Roar
Reduced the value of lowering magical power: from 15 \ 20 \ 25 \ 30 \ 35 %, to 10 \ 13 \ 16 \ 19 \ 22 %.
Charge
Reduced the cooldown duration: from 20 seconds to 18 seconds.
Reduced the skill damage by ~10% on all skill levels.
Combat Fury
Reduced the cooldown duration: from 40 seconds, to 30 seconds.
Shield Strike
Reduced the cooldown duration: from 16 seconds, to 14 seconds.
Increased the stun chance on 1-2 levels : from 40 \ 50 %, to 45 \ 57 %.
Reduced skill damage by ~10% on all levels of development.
Defeat
The combo dealing additional damage to the target and also additional damage to all targets within a 1 yard radius, now procs off any bleeding.
Stone Skin
Now blocked damage instantly accumulates one effect of the skill no more often than once every 2 seconds.
Barbarian Nature
Now cleanses the Barbarian of negative effects.
Reduced the duration of the skill’s effect: from 4 \ 6 \ 8 \ 10 seconds, to 4 \ 5 \ 6 \ 8 seconds.
Developer commentary: Until now, the Barbarian's skills have not undergone significant adjustments, due to which the dynamics of the use of various skills of this character has remained at the same level for too long. These changes will help move this unbreakable mountain and allow a slightly different look at the class as a whole.
Rogue
Dodging
Increased the cooldown duration: from 20 seconds to 30 seconds.
Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 \ 60 seconds, to 15 seconds.
Increased the “Dodge” gain parameter: from 5 \ 7 \ 9 \ 11 \ 13 % to 11 \ 14 \ 18 \ 22 \ 26 %.
Gouge
Now the skill additionally applies the “Paralysis” effect on all targets within 1 yard of the character. If all enemies in combat with the character are paralyzed, the character can use the "Stealth" skill.
Reduced the skill effect duration: from 3 \ 4 \ 5 \ 6 \ 7 seconds to 3 \ 3,5 \ 4 \ 4,5 \ 5 seconds.
Flurry of Steel
Increased the cooldown duration: from 14 seconds to 18 seconds.
Trickiest Technique
The combo restoring health if the target is under the effect of “Poisonous Blades”, now works with any poison.
Absolute Reflexes
Now the skill’s effect cannot trigger again during the duration of the skill, as well as 2 seconds after the duration expires.
Reduced the skill’s duration: from 5 \ 7 \ 10 \ 14 seconds to 3 \ 4 \ 5 \ 7 seconds.
Reduced the “Dodge” parameter bonus: from 5 \ 7 \ 10 \ 15 %, to 5 \ 7 \ 9 \ 12 %.
Frenzy
Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units.
Reduced the cooldown duration: from 18 seconds to 10 seconds.
The skill no longer increases the “Accuracy” parameter of the character.
Added the bonus to the critical damage of the character during the skill’s effect: 6 \ 10 \ 14 \ 18 %.
Added a visual effect for the skill.
Developer commentary: If you thought the Rogue was bound to receive strong nerfs in this update, then you were wrong. The Rogue, like any other class, has vulnerabilities that one can exploit and prevent them from realizing their full potential. It's important to mention that the Rogue's effectiveness only applies to one target and only against certain classes. We can say that the character adequately fulfills the role assigned to him in PvP battles.
Shaman
Healing Spirit
Reduced the healing amount at 3-5 skill levels by ~15%.
Ancestors' Hand
Reduced the cooldown duration: from 30 seconds to 25 seconds.
Increased the shield’s durability by ~30% on all skill levels.
Tribe's Ritual
Increased the bonus to the critical damage: from 14 \ 16 \ 19 \ 22 %, to 16 \ 20 \ 23 \ 27 %.
Totem of Weakness
Reduced the value of the “Penetration” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 8 \ 10 \ 12 \ 15 %.
Reduced the value of the “Accuracy” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 9 \ 12 \ 15 \ 20 %.
Increased the value of the “Critical Hit” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 12 \ 18 \ 24 \ 35 %.
Lightning Shield
Now the skill can be used on an ally.
Power of the Earth
Increased the bonus to maximum health: from 10 \ 15 \ 20 \ 25 %, to 10 \ 20 \ 30 \ 40 %.
Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 seconds, to 20 seconds.
Now the skill restores health in the amount of 40 \ 50 \ 60 \ 70 % of added health.
Now the maximum health bonus is reduced by 10% every 2 seconds.
The range of skill usage is increased: from 3 yards to 5 yards.
Fire Totem
Now upon placing the totem, the target attacked by the Shaman is automatically selected.
Developer commentary: The Shaman, like all healing classes, received a slight weakening of healing abilities in this patch. This is primarily due to the general weakening of damage for classes, as well as excessive effectiveness in a number of game situations. In addition, unpopular class skills have been strengthened.
Hunter
Hunter's Agility
Increased the cooldown duration: from 20 seconds, to 30 seconds..
Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 \ 60 seconds, to 15 seconds.
Increased the bonus to the “Dodge” parameter: from 5 \ 7 \ 9 \ 11 \ 13 %, to 11 \ 14 \ 18 \ 22 \ 26 %.
Combat Stance
Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 10 \ 12 \ 14 \ 17 \ 19 units - total energy cost was reduced.
Poisoned Arrow
Increased the range of the skill: from 4 yards to 5 yards.
Reduced the damage of the skill: from 35 \ 50 \ 60 \ 70 \ 80 % of physical power to 32 \ 45 \ 50 \ 62 \ 70 % of physical power.
Explosive Arrow
Increased the damage area: from 3х3, to 5х5.
Pathfinder’s Arrow
Increased the cooldown duration: from 20 seconds, to 25 seconds.
Arrow of Confusion
Fixed the error due to which the effect of the skill was not interrupted by dealing damage.
Now the chance of interrupting the skill from dealing damage is 30 \ 25 \ 20 \ 15 %.
Developer commentary: The Hunter has excellent stats, balancing high damage efficiency and strong control skills. Combined with a ranged attack, this makes him an extremely dangerous and inconvenient opponent.
Chieftain
All Skills
Reduced the energy costs for all skills by 1-2 units.
Eagle's Eye
Reduced the rate of dealing the damage: from every 1.5 seconds, to every 2 seconds.
Increased the duration of the skill: from 3 \ 3 \ 4,5 \ 4,5 \ 6 seconds, to 4 \ 4 \ 6 \ 6 \ 8 seconds.
Curse of the Plague
Increased the skill’s damage: from 15 \ 20 \ 25 \ 35 % of magic power every second, to 25 \ 30 \ 35 \ 45 % of magic power every second.
Rugged Hide
Reduced the skill’s duration: from 6 \ 8 \ 10 \ 12 seconds, to 6 \ 8 \ 9 \ 10 seconds.
Bear's Stamina
Increased the amount of healing from magical power: from 70 \ 80 \ 90 \ 100 \ 110 %, to 100 \ 110 \ 120 \ 130 \ 140 %.
Reduced the amount of healing from missing health: from 9 \ 11 \ 13 \ 15 \ 18 %, to 5 \ 7 \ 9 \ 10 \ 12 %.
Wolf's Alacrity
Reduced the damage of the skill: from 120 \ 140 \ 160 \ 180 \ 200 % of physical power to 120 \ 130 \ 140 \ 155 \ 170 % of physical power.
Cat Reflexes
Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units.
Frenzy
Reduced the skill’s damage: from 40 \ 45 \ 45 \ 50 % of physical power to 40 \ 40 \ 45 \ 45 % of physical power.
The skill will now additionally apply the “Stun” effect to the target for 2 \ 3 \ 3 \ 4 seconds if it’s under the effect of the “Thrashing” skill.
Support of the Pack
Added a visual effect for the skill.
Developer commentary: The Chieftain really demonstrated excessive effectiveness in a number of game situations, which was repeatedly noted by the gaming community. We are restoring the balance of power and at the same time solving the problems the class has.
Forsaken
Death Knight
Saturation
Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units.
The skill no longer costs health to activate.
Added a visual effect for the skill.
Steel Hurricane
Increased the magical damage of the skull: 75 \ 90 \ 115 \ 145 % of magical power, to 90 \ 115 \ 145 \ 190 % of magical power.
Secret Reserves
The skill now reduces the received damage from monsters by 5 \ 10 \ 15 \ 20 %, while it is on cooldown.
The healing now starts immediately upon using the skill.
Knight's Curse
Reduced the damage of the skill: from 120 \ 160 \ 180 \ 220 % of magical power to 110 \ 130 \ 155 \ 180 % of magical power.
The damage skill effect now works instantly if the “Kiss of Death” effect is gone to the “Resistance” defensive parameter.
Developer commentary: Due to the specifics of their defensive skills, the Death Knight had difficulty tanking monsters with high burst damage, which made them subpar compared to another Legion tank - the Barbarian. Changing the skill "Secret Reserves" will help fix the situation.
Warlock
Draining Life
Increased damage of the skill by ~10% on all skill levels.
Increased healing of the skill: from 35 \ 45 \ 55 \ 65 \ 75 % of damage to 45 \ 55 \ 65 \ 75 \ 85 % of damage.
The range of skill usage is increased: from 4 yards to 5 yards.
Full of Life
Increased the effect’s duration: from 5,5 seconds, to 6,5 seconds.
Increased the duration of the effect, if the target was under the effect of the "Grimoire" skill: from 11 seconds, to 13 seconds.
Pool of Darkness
Increased the damage of the skill from magical power: from 104 \ 106 \ 108 \ 110 \ 112 %, to 110 \ 115 \ 120 \ 125 \ 130 %.
Fixed the error due to which the stun was applied to any slowed opponent, not just the target under the effect of the Fading skill.
Dark Circle
Increased the cooldown duration: from 14 seconds to 20 seconds.
Removed the empty tile in the centre of the skill’s effect area.
Changed the effect icon of the skill.
Fear
Fixed the error due to which the effect of the skill was not interrupted by dealing damage.
Now the chance to interrupt the skill’s effect by dealing damage will be 35 \ 30 \ 25 \ 20 \ 15 %.
Stone Body
Increased the amount of restored health: from 2 \ 3 \ 4 \ 5 % every 2 seconds, to 6 \ 8 \ 10 \ 12 % every 2 seconds.
The duration of the effect is is reduced: from 6 \ 8 \ 10 \ 12 sec, to 4 \ 6 \ 8 \ 10 sec.
Fixed the bug that allowed the Warlock to leave the combat state during the effect of the skill.
Power of Relaxation
Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 10 \ 12 \ 14 \ 16 units — total energy cost was reduced.
Fading
Stun duration when using “Pool of Darkness” skill on any slowed opponent is increased: from 1 \ 2 \ 3 \ 4 sec, to 2 \ 3 \ 4 \ 5 sec.
Shadow Sphere
Reduced the energy cost on the 4 skill level: from 20 units to 18 units.
Hex
Reduced the energy cost: from 24 \ 25 \ 26 \ 27 units, to 22 \ 23 \ 24 \ 25 units.
Now the DOT-damage no longer goes into the “Resistance” defensive parameter.
Zone of Weakness
Reduced the duration of the skill: from 6 \ 8 \ 10 \ 12 seconds to 4 \ 6 \ 8 \ 10 seconds.
Reduced the value of the magic defense reduction: from 20 \ 40 \ 60 \ 80 %, to 20 \ 30 \ 40 \ 50 %.
Dark Seal
Increased the value of the damage reduction from the combo when the target was under the silence effect from the “Hex” skill: from 10 \ 15 \ 20 \ 25 %, to 20 \ 25 \ 30 \ 40 %.
Developer commentary: The Warlock had problems with energy, which in a number of game situations did not allow it to fully realize the capabilities of the class. Reducing the energy cost of some abilities, as well as increasing defensive potential and survivability, compensate for the weakening of key control skills.
Necromancer
Poison Spittle
Energy consumption is reduced by 2 units on all skill levels.
Deathly Eye
Increased the cooldown duration: from 2 seconds to 7 seconds.
Skill duration is increased by 2 sec. on all skill levels.
Increased the value of the magic defense reduction: from 2 \ 3 \ 4 \ 5 \ 6 %, to 6 \ 8 \ 10 \ 12 \ 14 %.
Increased the chance of applying the effect to bosses: from 45%, to 70%.
Added the “Terrible Relic of Apathy” to the list of relics available for the skill.
Nightmares
Increased the cooldown duration: from 15 seconds to 20 seconds.
Bone Shield
Increased the cooldown duration: from 12 seconds to 15 seconds.
Increased the shield durability by ~40% on skill levels 4-5.
Energy consumption is reduced by 2 units on all skill levels.
Ancient Seal
Reduced the amount of healing on 3-5 skill levels by ~15%.
Fateful Connection
Reduced the transferred damage: from 10 \ 15 \ 20 \ 25 %, to 12 \ 14 \ 16 \ 18 %.
Poisonous Shield
Energy consumption is reduced by 2 units on all skill levels.
Infection
Damage skill effect now works instantly if the effect increasing damage on the opponent goes into the “Resistance” defensive parameter.
Acid Rain
Skill damage from magic power is increased: from 100 \ 108 \ 110 \ 130 %, to 110 \ 120 \ 130 \ 150 %.
Energy consumption is reduced by 2 units on all skill levels.
Dark Power
Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units .
Reduced the cooldown duration: from 70 seconds to 20 seconds.
Added a visual effect for the skill.
Panic!
Fixed the bug due to which dealing damage did not interrupt the skill’s effect.
Now the chance to interrupt the effect of the skill by dealing damage is 30 \ 25 \ 20 \ 15 %.
Developer commentary: Like all healing classes, the Necromancer has received a slight reduction in healing abilities. Some of the class's abilities were overly effective, while others were underperforming. Correcting this situation and making the Necromancer more balanced!
Charmer
Call
Added a limit to the maximum number of monsters on a location: 3.
Significantly reduced the health of the monster on low character levels.
Otherworldly Blessing
Increased the bonus to the “Critical Damage” and “Critical Healing” parameters: from 9 \ 13 \ 16 \ 20 %, to 13 \ 16 \ 20 \ 25 %.
Otherworldly Fire
Now the attack repeats every 3 seconds. The number of repetitions: 2 \ 2 \ 3 \ 3 times.
Reduced the damage and stun chance by half.
Help of Chaos
Changed the attack type of the monster: from melee to ranged.
Reduced the cooldown duration: from 30 seconds to 20 seconds.
Reduced the monster’s life time: from 15 \ 20 \ 25 \ 30 seconds to 10 \ 13 \ 16 \ 20 seconds.
The monster’s damage now scales ~15% stronger off of the magical power of the character.
Increased the movement speed of the monster.
Energy consumption is reduced: from 26 \ 28 \ 30 \ 32 units to 22 \ 24 \ 26 \ 28 units.
Knowledge of the Dead Man
Fixed a bug due to which the skill effect didn't work when dealing zero damage.
Demonic Pact
Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units.
Developer commentary: The Charmer fits perfectly into the niche of the summoner classes and has been warmly received by the players. The other build of the character - through the staff, judging by the statistics, began to rapidly lose popularity. These changes are intended to correct the situation and diversify the variability of improving expert skills.
During the launch of the test server, we, with your help, will check the correctness of the operation of all changed skills again. Perhaps, based on the results of testing and based on the collected statistical data, additional edits will be made.
We will be grateful for your active participation in testing and constructive feedback on its results.
forget about warden and barbarian skills, you do realize that what you are suggesting is 40% chance to completely negate damage? for tanks?(or more like for any class that can wield a shield). parry can already reach 30% and that's extremely good if used correctly... and parry only block melee attacks.
i want you to sit with me for a minute and think about it clearly, you are suggesting that any class that wield a shield to have the ability, with enough block, to negate 40% of any attack that come at them. regardless of if they used skills or buffs
I always saw the death knight as a defensive class although with many offensive abilities even though this class focuses on being a tank. The following changes for me would be to improve the defensive part of the death knight that he lacks a lot and improve his group.
Secret Reserves:
Now the skill uses constant mana consumption, bonus health regeneration increases by 100% / 150% / 200% / 250% while active and the regeneration time is 4 / 3.6 / 3.2 / 2.8, while mana consumed for every 2 seconds it is 4/6/8/10.
Saturation:
Now the ability affects the entire group but being reduced them, only increasing the life steal by 2%/4%/7%/10%.
Death Call:
While it is active the ability will grant 500/1000/1500/2000 of magic and physical defense depending on the level of the skill.
Blood Protection:
Now the ability can be used on allies, when used on an ally the death knight will also receive the benefit only that it will reduce half damage received while the ally will receive the full reduction of the ability, if used on oneself the ability the effect is complete, the duration does not change.
Aura of Hatred:
The death knight while using a shield will gain an additional 5% magic and physical defense, while using a two-handed weapon will increase an additional 5% physical and magic damage.
i agree. scared shield is the only defensive skill paladin has, if for some reason the skill is getting a nerf, inner force should get a buff to make up for it
-> dk's abilities themselves are good, but need an update.
That said, I suggest the following improvements:
-> Blood protection:
- Increase buff time by 2s;
- add a new effect:
within the time the skill is active, each block will give 1 stack of
protection, each stack will give an extra 2s on the duration of the skill's effect, maximum
accumulations is 3.
- Decrease the effect from 50% to 40%
Blood protection example (4/4): You used the skill, it will stay active for
10 seconds, within that time each time you block will give 1 pile of protection.
When the skill runs out, the stacks will be consumed and will extend the duration of the
skill depending on how many stacks you have.
NOTE: Maximum stacks is 3 and only blocks for the first 10s will count stacks.
Dk doesn't have any abilities that benefit from BLOCKING, so I decided to raise the
duration of blood protection and put on a new effect that needs the BLOCK.
MD = Magic Defense
PD = Physical Defense
NOTE: Skills that increase defense (both types) of both guild and classes, not
will be counted, neither consumables nor t5 talents. Only the defense of the equipment (which increases with the magnification
location) runes and equipment bonuses (15% shield and Set coliseum for example) will be
counted.
That was the most defense I got (No guild buff, as it won't be counted)
a total of 426 damage reduction. There are very few who reach this level, apart from this
assembly is pretty bad.
These devices are full +7, to have a more real scenario, there was a total reduction of 277,
which I think is good for +7.
For those who think nothing has changed, I made a test with my Character, the reduction increased by
102.
-> Secret reserves:
- The skill will now heal a part of your maximum health over time:
1/4 - Effect lasts 9s, heals every 3s and heals a total of 30% of maximum health.
2/4 - Effect lasts 9s, heals every 3s and heals a total of 40% of maximum health.
3/4 - Effect lasts 6s, heals every 2s and heals for a total of 60% of maximum health.
4/4 - Effect lasts 4.5s, heals every 1.5s and heals a total of 80% of maximum health.
NOTE: The skill activates when your health drops to 40%
The skill has a cooldown time of 1:40m
Example (Reserves 4/4): Your character has 8000 hp. Your life went down to 3200 (40%)
the effect activates already healing once, heals 1.5s after activated, 3s after activated and 4.5s
after activated. Ie healed 4 times. As the total healing is 80%(6400), each hit heals 20%
of maximum life, ie 1600 hp.
Now reserves will depend on dk's hp, will heal faster and will heal more hp as well.
Those were the changes I thought, of course it doesn't have to be 100% of what I put in here,
but i believe they are good changes.
The Puppeteer is unusually strong and cunning, but the brave warriors of Arinar skillfully avoid the traps set by the theatrical master, severely deal with his henchmen and help fulfill the ancient tradition of Vinetta. But do not rush to rest on your laurels, because the remnants of the Puppeteer's army are still hiding in the secret corners of the island! The final act of the incomparable Theater of Horror will not leave the Puppeteer's dangerous creations a single chance, and the rewards for military exploits will be truly impressive!
Meet the week of thrilling bounty!
iconic costumes "Alchemist Totenhof" and "Officer" was added in all holiday Dungeons (the drop rate increases with the level of the dungeon);
the rarest classless book “Enhanced Steal Health” was added to holiday Dungeons "Sinister Puppet's Estate", "Terrible Puppet's Estate" and "Monstrous Puppet's Estate" (the drop rate increases with the level of the dungeon);
x2 drop chance of unique weapon with the Steal health bonus in all holiday Dungeons;
x2 drop chance of unique weapon with the Stun bonus in all holiday Dungeons;
x2 drop chance of unique accessories (cloaks, rings and amulets) with physical/magical power and the Steal health bonus in all holiday Dungeons;
x3 Guild points for completing all holiday Dungeons.
Don't miss your chance to get an extra reward too!
exclusive heroic armor sets (head, body, arms and legs) with Steal health set bonus were added to the holiday Dungeons as an additional possible reward:
armor of 18 and 20 levels: Dungeon "Angry Puppet's Estate"
armor of 22 and 24 levels: Dungeon "Sinister Puppet's Estate"
armor of 26 and 28 levels: Dungeon "Terrible Puppet's Estate"
armor of 30 level: Dungeon "Monstrous Puppet's Estate"
Fight side by side with your comrades in world and guild events, overcome the powerful Puppeteer and the bosses of the holiday island, and don't forget about the Weekly qualifying guild tournament and the Survival Games! Double chance to receive these incredible gifts from Sam Hein awaits you:
x2 drop chance of unique equipment items (head, body, hands, legs) with Steal health bonus from bosses at the Horror Circus;
x2 drop chance of “Puppeteer” and “Orlandina” costumes and classless book “Improved Stunning” from the raid boss Puppeteer at the Horror Circus;
x2 drop chance of "Shadow Maestro" costume from Puppeteer’s Chest (holiday world event “Shadow Play”);
x2 drop chance of “Buffon” costume and classless book “Enhanced Steal Health” from Vinetta Gladiator Treasury (holiday tournament guild event “Carnival of Drachmas”);
x2 drop chance of classless book “Secret Power of Vampirism” from Mannequin Treasury (holiday guild event “Mannequin Tent”);
x2 drop chance of classless book "Distortion of Life" from Melpomene’s Chest (“Melpomene’s Choice” qualifying tournament and holiday guild event “Mystery of the Long Nights”).
Event time: 29.11 12:00 CET - 06.12 11:00 CET
Also, 10 prizes in the Guild Tournament (counts towards the Non-fading Glory achievement) await you:
Places 1-3: x2 Crimson Corundums for winning the Guild Tournament;
Places 4-10: all Guild members will receive Crimson Corundums and a Bronze Coffer.
Moreover, don’t miss a unique opportunity to get the maximum points till the end of Season 4 of Activities, because from 28.11 23:00 CET to 05.12 23:00 CET the amount of Season Points for completing all daily and weekly missions will be increased by 2 times.
the outcome wont change regardless, in both ways you will have fire under your target
1 skill out of over 100 still got used even after being resisted would make resist skills useless :/. like you said they could just stun or silence the dk and walk off of it, again. regardless of what you said or i did, the outcome would still be the same... having cursed zone under your target. what i merely suggested was that the 25% bonus damage stays but the cursed zone will get used regardless if the target resisted the skill or not, this would also fix the problem with the skill not working on war flags, gvg pylons, castle door etc.
i would say to keep the 25% more damage, but make it so that if the skill gets resisted, then it will skip the 25% more damage and place the cursed zone immediately
Escudo Sombrio
Tipo: Ativo
Tipo de uso: Instantâneo
Custo de energia: 18/19/20/21/22 unidades
Tempo de Recarga: 30 segundos
Com alguma chance, permite que o cavaleiro da morte ignore alguns dos danos recebidos de acordo com sua armadura + (%) de redução de dano fixa.
Chance de acionar: 30% / 45% / 50% / 60% / 75%
Duração da Habilidade: 30s / 40s / 50s /60s / 70s
Redução de Dano: 1 para cada 27 de armadura.
Porcentagem fixa de redução de dano: 5% / 10% / 15% / 20% / 25%
Comentário: Dois pontos referente a esta habilidade, primeiramente eu acredito que essa seja uma das melhores habilidades iniciais para classes tanque. Porém, ela não se desenvolve de fato com o desenvolvimento do próprio personagem pelo simples fato de não haver ganhos investindo em Livros de Habilidade, Relíquias, Runas, coisas que o próprio Cavaleiro pode utilizar, usa apenas a Armadura Bruta do Cavaleiro (É isso ai, Aura de Ódio não stacka com o Escudo Sombrio). Para equilibrar essa habilidade precisa de uma coisa extremamente simples e fácil de ser implementado, contabilizar as estatísticas defensivas gerais vindas do próprio Cavaleiro da Morte. As mudanças sugeridas incluem também a inclusão de uma porcentagem fixa de redução de dano para que a mesma possa acompanhar a evolução do jogo.
Habilidades de Especialista
Proteção Sanguínea
Tipo: Ativo
Custo de energia: 20 unidades
Custo de energia (s) : 3 / 3,5 / 4 / 4,5
Recarga: 8 segundos
Reduz todo o dano causado ao personagem em combate em (%) por stack. (Max.10)
Dano reduzido: 2% / 3% / 4% / 5% (a cada 10s)
Comentário: Uma habilidade com um ótimo potencial. Porem há dois problemas com essa habilidade: Recarga e Duração. Transformá-la em uma habilidade com consumo de energia constante, além de torná-la mais agradável a um Tank que precisa estar a todo momento alerta, não a tornaria tão Overpower devido ao fato de ser necessário no mínimo estar 100s em combate para acumular todas as 10 stacks da habilidade (Algo semelhante a defesa duradoura, porém com consumo de mana constante).
Maldição do Cavaleiro
Tipo: Ativo
Alcance de uso: 4 metros
Custo de energia: 24 unidades
Recarga: 30 segundos
Aplica o buff "beijo da morte" ao Cavaleiro da Morte e seu grupo por algum tempo. Este efeito aumenta qualquer dano causado ao inimigo. Quando o efeito expira, uma zona de maldição é formada perto do inimigo por algum tempo. Todos os inimigos na zona recebem dano mágico periódico.
Duração do Buff "Beijo da Morte": 3/4/5/6 segundos
Aumento de dano do "Beijo da Morte": 10% / 15% / 20% / 25%
Duração da Zona de maldição: 8/10/12/14 segundos
Dano da Zona de maldição: 150% / 200% / 250% / 300%
Número máximo de jogadores na Zona de maldição: 3/4/5/6
Número máximo de monstros na Zona de maldição: ilimitado
Intervalos de dano da Zona de maldição: 2 segundos
Comentário: Está habilidade é a principal habilidade de dano para o Cavaleiro da Morte, algo que os próprios desenvolvedores já se mostraram interessados, porém, há algo que torna a habilidade extremamente difícil de ser utilizada. A possibilidade de Resistir ao Debuff. Manter o inimigo na área do dano deveria ser algo compensador, pois é muito comum a habilidade ser resistida e trazer grandes dores de cabeça já que o dano do ataque básico de uma construção mágica é baixo. Esta habilidade não deveria ser resistida por monstros, pois e extremamente fácil de sair da Zona da Maldição. Além disso, o fato de aplicar um debuff ao inimigo muitas vezes se torna uma desvantagem, pois por exemplo, em uma disputa por Boss o inimigo também se beneficia destes 25% de dano extra. Um buff em grupo se torna muito mais eficiente, além de beneficiar até mesmo construções de dano físico. Além disso, a mudança no dano mágico da habilidade de 300% para 250% devido a possibilidade de causar dano mágico com o Furacão de Aço foi um nerf no potencial de dano causado pela construção mágica. Devido ao dano do Furacão de Aço ser mais baixo com um Cooldown mais longo, o potencial de dano por segundo se tornou menor. E necessário uma reversão para que dê fato tal construção se torne válida e viável, afinal de contas, por que motivo irão investir em uma construção de dano mágico se possuem classes que fazem isso de forma mais eficiente com um custo extremamente menor?
i would say to keep the 25% more damage, but make it so that if the skill gets resisted, then it will skip the 25% more damage and place the cursed zone immediately
the outcome wont change regardless, in both ways you will have fire under your target
1 skill out of over 100 still got used even after being resisted would make resist skills useless :/. like you said they could just stun or silence the dk and walk off of it, again. regardless of what you said or i did, the outcome would still be the same... having cursed zone under your target. what i merely suggested was that the 25% bonus damage stays but the cursed zone will get used regardless if the target resisted the skill or not, this would also fix the problem with the skill not working on war flags, gvg pylons, castle door etc.
i would say to keep the 25% more damage, but make it so that if the skill gets resisted, then it will skip the 25% more damage and place the cursed zone immediately
It's time to share with you the decision of our jury and announce the results of the «Horror Contest - 2021» photo contest. We met truly incredible artists and the choice for the winner ones was not easy. But now, the decision arrived. Let's start!
Miss and Mister Halloween
25 000 Miracle coins + costume of personal choice from the Horror + unique golden forum badge
Vice Miss and Mister Halloween
20,000 Miracle Coins + 50 Elixirs of Seeker's Stamina + unique silver forum badge
Mister and Miss Originality
15,000 Miracle Coins + 30 Elixirs of Seeker's Stamina + unique bronze forum badge.
King and Queen of Fear
15,000 Miracle Coins + 30 Elixirs of Seeker's Stamina + unique bronze forum badge.
Audience Award
7 000 Miracle Coins + decorative skin from the Horror circus
Don't forget about incentive prizes! We award 10 Marionette Island Cache to absolutely all participants whose works do not violate the rules of the competition. Rewards will be deposited in the following days.
As always, we would like to express our gratitude for your incredible creativity, which you are eager to share with us.
For that to happens lower Templar grace, Seeker Exacerbation and Druid Roots!!
Then if they do it and charmer starts to use oppression 5/5 then you ask to reduce effect!! You sentinels aren't satisfied until Legion becomes weak and easy to kill.