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SeaDemon

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  1. No, it wouldn't. I already said that this cooldown is not free it has a cost of all your attack speed and honestly hp has no value here since there are many skills in this game and even relics that increase your base hp and I don't see that they make any difference in arena or even dg since the only thing that gives value to this skill is its healing and lets add that demonic appearance has a very high cooldown so depending on the case you end up filling up or dying before you can use it again.
  2. is the passive/limiter of this class necessary? i don't see any class being limited in any way beyond the player's abilities, if it were that demonic appearance had no cooldown or didn't remove attack speed it might be necessary but that's not the case, it removes your attack speed and has a high cooldown so my question is, what is the significance of the hate, does it look pretty, is it cool, does it have any secret mechanics or does it do anything besides nerf the reaper? I don't think so... why not simply eliminate this mechanic and allow us reaper players to change our gameplay according to the circumstances? without having to worry about not being able to fill the hate and not being able to shine anywhere?
  3. I will get straight to the point, since in previous topics I have already complained about the current state of the class. I will be as quick and clear as possible in this topic so that it does not take long. Basic skills: Hate (passive) Unique passive ability of the class a small change that could improve the class: For each accumulated hate charge, it grants an additional bit of precision For each accumulated charge, the defense and vampirism increases. Either of the 2 works to fill in the reaper's weaknesses. Otherworldly Boost (active) One of the basic skills and its mobility ability, in this case I recommend the following: Reduce ability cooldown time Remove the debuff that the skill applies on enemies and instead turn it into a skill that deals damage in the selected area (just like the mage skill). Remove the bleed applied when in demon mode and apply slow down instead. Chains of the Underworld (active) Control/immobilization skill following suggestions should be considered: Change the ability so that the aoe effect is applied without entering the demon state. In demon state the ability applies bleeding and reduced cooldown reduction for the duration of the ability. Expert skills: Delayed Death (active) Only "defensive" ability of the class advisable to fully the following or some change in mind: Grant additional damage reduction (a friendly 20% may work) to damage per second effects, including the delayed death debuff. Reduce the damage absorbed in exchange for increased skill duration time Note: the reduced damage to damage per second (dot) effects is so that the ability can truly be considered a defensive ability since it does nothing more than delay for a couple of seconds that in most cases you will not be able to do anything. In case you do not want to change this mechanism, it is recommended to greatly increase the time it takes for the dot to start doing damage. Unwavering Will (passive) Ability to resist negative effects small changes that may or may not be considered: Reduce the amount of negative effects received by 1 at all levels Grants additional effect when entering demon mode Make it an active skill That the ability can only resist control effects As with the passive, it is not necessary to implement all or none of them, but any of those mentioned can work and help in massive fights and arenas. Explosion of Chaos (active) Ability to damage multiple targets changes highly recommended: Significantly reduce the cooldown of the skill Remove delay before activation when not in demon mode Remove penetration increases in demon mode, instead increase the range/limit of players affected by the ability (optional). Note: these changes are intended mainly for group and mass fights. Approach of Madness (active) Support skill that allows the user to load the hate more quickly small change recommended: During the duration of the effect, you cannot lose hate while out of combat. Reduction in the duration time of the positive effect of the skill (for balancing) Note: change designed to facilitate the accumulation of hate in places such as: mermen trials, arena and any place where no mobs are available. Revenge (active) Ability to return damage received except dot damage, suggested change: Allowing to reflect damage without the need for the attacker to possess a negative effect Greatly increase reflected damage at all levels except the first one Reduction in skill duration time Allow the effect to apply the "stun" state coming from the statistics coming from the stun crystals, weapons and accessories. Black Mark (active) Group support skills, small changes recommended: The group receives the full positive effect instead of only half of it. Reduction in the marked enemy's defenses Provide a more striking visual effect to let your group know that you have benefited from this effect and to let them know that there is an enemy marked. Key Talents: Devastating Flash Talent of the skill "chaos explosion" rework recommended: Remove stun effect. The ability activates 2 times after a few seconds (3-4 seconds) of being activated, inflicting 25% less damage of the previous explosion and applying the negative effect of silence for one second after each explosion. Note: this change is intended for mass fights, arena and guild fights. I apologize in advance if any translation is poorly done since my native language is not English. without further ado, have a nice day
  4. It's been a while since the reaper came out in the game and the complaints of the class have not stopped coming, from the uselessness in terms of massive battles to little damage for pvp / pve and other things, every day I read the topics created by other communities and so far I keep seeing the same thing, complaints. the class has proven to be a disappointment, on the server I play the vast majority of reapers who started abandoned the class and the few who decided to continue using it maintain that the class is useless, people who invested a very high amount of gold feeling disappointed due to having a class that did not bring anything new, the skills in pvp are bad, in pve there is only one type of construction to carry in terms of skills, besides that the skills are mostly very similar to other skills that other classes have making this a boring and repetitive class, unable to outdo his main competitor in mc, the chieftain, I can assure you that if there is a rogue in your group he will end up doing more damage in less time than you and for bosses already mc has the hunters who clean bosses with a lot of hp very easily If we compare it with the chieftain, this class is even worse because it completely exceeds what the reaper can do... mobility? chieftain is superior, initiation ability? chieftain does it without difficulty, resistance? the chieftain have better capacity, damage? chieftain can delete people in seconds and most important of all, THE CHIEF DOES NOT HAVE A LIMITER I decided to invest in a reaper because I saw potential but after leveling one I regret doing it, leveling a class is not cheap and the reaper in particular is seen to require massive doses of gold to reach a decent point something that ALL the others classes in mc do not require this class not only requires good armor, buffs and amp but also many books to achieve things that other classes can with only armor and amp So I want to ask whoever is in charge of balance in the game, will we have a balance in this horror? or do you plan to abandon the class until snow when no one wants to use it anymore?... it is disappointing how we were given a defective class while elf received a very complete class if they plan to leave the class until they know when. let us know in advance so I stop wasting my gold and continue playing with my boring class getting bored until I finally stop playing this game, this game became repetitive and finally when an air of joy had arrived here, they ended up giving us this and I do not plan to level any other class already mentioned since the time and gold invested in this class will not be returned to me by anyone so please I will leave my definitive question for anyone in charge ... we may or may not wait for a next balance that solves a little the problem that mc has with this class, considered the worst class of all I'll be waiting for an answer that can calm my intrigue and anxiety a bit I wish a good day to anyone who comes across this topic and I wish you luck on your day
  5. mainly the problem of the skill is that it does not allow to resist without entering into combat usually when you have a skill at 1/4 it's because you don't plan to use it or it doesn't have priority in what you plan to do that's why most skills at 1/4 are just for decoration I do not plan to be demanding with the ability since we are talking about passive resist, unlike the bd or other classes with this ability, which can resist before entering combat with an ability that they must activate themselves, it has an energy cost, it puts the other experts on cooldown and can't use it while stunned, the reaper will give you the ability to resist even while stunned/silenced and for now our only weakness would still be hate and lack of any stun aoe (I'll ignore the talent because it is useless), hopefully it will be buffed soon What if considering that the change I proposed has the weakness that it can also lose charges with any type of debuff, a shorter cooldown for charges would not hurt
  6. the ability has left much to be desired considering that at the moment resist abilities reign that allow you to resist for a long period of time, this class was presented as an opponent of the bd but the class has proven to be inferior in some aspects and the truth this ability is one of those. Unwavering Will (passive) Applies the "Unwavering" buff to the character for 12 sec. when they are dealt 6\5\4\3 debuffs. The "Unwavering" effect allows you to ignore the debuff received by the character, including the control effect. Ignoring any debuff removes one "Unwavering" buff. When switched to demonic form, 2 "Unwavering" buffs are applied to the character. Instead of having to receive debuffs to activate a resist charge, I suggest that this ability accumulate resist charges, such as the barbarian's "stone skin" expert to leave something like this: Unwavering Will (passive) every 25\20\20\15 sec the character accumulates 1\2\3\3 charges of "unwavering" the ability allows the character to ignore the next debuff received including the control effect. when activating the skill "demonic appearance" the character receive a charge of "unwavering" effect. I will insist that something be done with this ability since as an initiator the reaper is very restricted unlike the class he is supposed to deal with (bd)
  7. this new class had potential from the beginning with its ability with high attack power (annihilation) as well as a very decent increase in its damage on top of this the idea of an ability capable of reducing all the damage received in such an absurd way that would allow you to enter the battlefield, charge into your demon form, and go on a rampage for the duration of the ability looked pretty cool. but I couldn't be more wrong the truth is that this class is completely deficient, although in the "PvE" sector it can be saved from some things, in the most played sector "PvP" is totally poorly designed. Being this last one that I will talk about in this topic... let's start with his basic abilities "Otherworldly boost" an ability that will allow you to transport to a location slowing down all the targets that are in the area and applying bleeding in case you find yourself in demonic form the ability is obviously intended to give the reaper mobility and do some damage and the ability would be fine... if it wasn't, it's not right. the slowdown of this class is too low, even having the ability to the maximum there would be practically no difference in speed towards the enemy, in addition to the fact that to apply the bleeding damage you must be in demon form, which will not happen since you are supposed to need this ability to get close to the enemy means that in many cases you will not have enough hate to be able to make a jump in demon form obviously this ability needs to be changed, that bleeding should not be applied in demon form but should be applied whenever you jump on an enemy, this restriction does not make the slightest sense and that slow has no value since you move to the same speed as your enemy, once you reach him he can no longer go anywhere let's move on to the next ability "chains of the underworld" this ability already looked useless in itself but after seeing it in action... the truth didn't change anything I simply checked what was already seen, the main problem with this ability is that Unlike the ability of the chieftain that has a certain similarity, this must be applied in melee like the bd with the difference that this ability cannot silence or stun, so we have an ability that serves to immobilize enemies but you must be in melee with them and let them freely use skills, use this skill on a bd or a chieftain and they will show you a thousand and one reasons why you ended up kissing the ground oh wait in his demonic form he applies the effect to all enemies!! they're still fully functional in combat, just a slight cooldown disadvantage but nothing serious so don't worry. I think the point is clear this ability requires a silence or stun in case it stays short ranged (including aoe version) or allow the user to use this ability at least 3 yards away let's start with the expert skills and this is where the good stuff comes from let's start with the main one, delayed death this ability was the only thing I thought that could save this class in pvp, the ability to massively reduce the damage received but receiving it later an ability that could make you a fearsome enemy since it would allow you to fight death against an enemy knowing that you would die in the end... it was a total disappointment the ability always returns all the damage it receives that I already knew but I didn't think it would be in such an aggressive way... a debuff that makes you (in if maxed) 20% of the damage you take every 2 seconds... debuff that can be reduced but in massive fights you will very rarely have a shaman or necro watching your back so your kill will be assured and you could even die before the duration of this expired, with the talent it is salvageable but that talent should be part of the ability itself since a change as important as that should not be a talent ... I will add to this one detail is that the ability does not count as damage reduction, so buffs like the shaman or the chief will not reduce the damage as they do with other classes, what do I mean... let's do a quick calculation, let's put a base of damage received (3000) now let's put the reduction of delayed (2400 subtract about 600) well with this you would think that with a shaman or mermen buff you could reach 100% reduction and receive 0 damage while still receiving damage from the debuff but It's not the case... any damage reduction applied to you will be done at the end of the whole calculation so we'll have something like this 3000 - 80% = 600 and finally it would be 600 minus the % of reduction that we say comes from a shaman so we will say 50% being like that 3000 - 80% = 600 - 50% = 300 It may seem like a lot but no, that shouldn't be how it works.. in the end you still take long term damage from the debuff so it's not broken like you might think. the ability to resist (I don't remember the name) this ability, since I don't have it, I can't give it my own opinion and I don't know how much potential can be squeezed out of it, so I'll give my opinion based on what I've read in other topics of both Russian community as well as users who already have leveled reapers, this skill can be useful as we are talking about a skill that passively allows you to resist certain debuffs (I haven't tested so I don't know if the skill also resists common debuffs like bleeding, poison, slow, among others I can only hope not) this ability is activated after resisting 3 debuffs or after using the demonic form but something that we must take into account is that the demonic form is a skill for long-term fights, What do I mean by this? the fight should be delayed long enough to charge the demon form with this in mind. the ability has a certain value since, unlike other skills, it allows you to always resist the 4th negative effect you receive without energy cost (this at maximum level) so would it be like having a 25% resist is it good? yes, enough? No. The restriction of the skill makes us understand that it is also a skill for long-term battles and although the demon also allows you to activate this passive, for this you should have loaded yourself with hate first, so following a simple logic... how do you get hate if you are stunned? There is an ability that I will also talk about, which is madness (short name) that allows you to charge rage, unfortunately it does not charge enough at level 1 and it is not worth improving it beyond that, so we cannot count on this ability following up with skill the ability to resist, something that became so important in the initiation classes is restricted to having to receive 3 debuffs to be able to resist the next one, it is something that as an initiator is very limiting "approach of madness" there is not much to say, the skill has a very high cooldown and you need to have the skill very level to still not be able to charge the demon form without going into combat something we already saw doing without the demon form is like jumping directly into a Mortal trap "Revenge" I don't have it so I don't know if it's good or not, no one I know has it and I've never seen it in action against multiple targets so I'll reserve my opinion "Black mark" The skill seems fine to me, a debuff to the target that increases the damage it receives and a more striking effect to let your team know that there is an enemy marked or that they are being buffed by this skill would make this skill more viable for use in multiple builds, I would also recommend thinking a bit about that 50% effect group restriction since to get this they had to kill the target, something that doesn't work against solo dungeon bosses and is difficult to activate in arena/ gvg against very strong people These abilities should be seen and see what solution is given since they are the reaper's greatest limitation, I am in a guild which focuses on combats against other other guilds, very massive fights of 80vs80 or according to the situation +95vs+95 and my Companions who are heirs of this guild have told me that they don't plan to invite this class as they don't see any use for it in these fights, considering its low aoe damage, low survivability as well as poor crowd control ability and a Non-existent healing ability/decent grouping buff make this class one of the most useless in massive fights, which is what defines this game and if they already have that idea, imagine other guilds that also focus on this type of fights... please this class has a very good potential, with a few changes it could be a very valuable class for the legion. very few people are still playing this class and those who made it are changing their main characters again since they were disappointed with this, don't let this class die I hope a change soon so I can see this class in the horror dungeons After saying this, I hope to see you in the next opportunity in the lands of Arinar or here again sharing opinions in the forum, have a nice day
  8. once again we return to talk about this class so problematic, this time it will not be an adjustment. of skill statistics or some change of little used skills if not a small problem that I don't know if I consider it a bug due to the following: After leaving the class for a long time, I came back after realizing that there were ways to take advantage of the change in skills that they made after playing for a while, I realized a problem that honestly bothers me too much and they are the secret reserves, this skill until now has saved me in many situations but there are times when it just can't carry my uselessness and I die, now. when you are about to die this ability activates and goes on cooldown, all right. When the skill is not able to keep you alive and you die this skill loses the damage reduction effect and stays on cooldown even after reviving which doesn't make sense since your skills are supposed to reset after reviving, to a certain moment it was not a bother since in pve it is not noticeable but the problem comes when you go to the arena, this ability does not reset after dying so if you are in 5v5, 2v2, 3v3 or any battles and you die this ability does not reset when you leave the arena So you would have to wait 120sec(2min) outside the arena to have the reserves again? It seems completely ridiculous to me since I don't see any sense in that an ability as important as this one doesn't reset when leaving arenas or after dying, practically making you an easy target for anyone. This time I'm not asking for a favor because, as I said, it seems absurd to me to even have to ask for something that is supposed to be like that from the beginning, and that is that the reserves (I don't know if other passives have this problem) are restarted after dying/exiting arena since as I already explained there is no point in having to wait so long to be able to go back to the arena or having to risk facing a boss who already killed me with my reserves or the bonus it gives when on cooldown I wasn't going to talk about it but after talking to a friend who told me that this problem has been going on for a long time I just can't keep quiet I hope that this problem will be resolved soon and having said this I say goodbye and wish you all a good day
  9. Hi all! here again trying to make this unpolished class shine like the jewel it can be Today I am going to talk about this talent which is not quick to get, I risk even saying that it is one of the worst there is if not the worst and it is about the talent of the dk that "improves" the dark shield, just by seeing your activation requirement already shows from afar that something is wrong, I mean ... You need to lose 33% of hp to be able to ignore 1 attack of some basic attack or instant damage ability, I literally do not find any use to this talent (apart from completing the achievement) it is not only useless in waves but also in high bosses Damage will also not greatly affect the result and in pvp it is not useful either (I already tested it and that is why I complain) I understand the intention but that requirement to activate is very bad Most of the existing talents are activated by just using the ability or with an easy requirement to fulfill (I am not saying that losing life is not easy, because it is! It is the benefit that it brings that makes it not worth it), honestly a improvement a little more useful I would have given it some value, therefore, as I did in the previous topic, I will also give my opinion on how to improve it. Change the requirement: the benefit / improvement that this talent gives would not be bad if it weren't for your requirement something like: -ignore next attack or instant damage ability after taking 10 auto attacks It is not something that can break the balance of the game and that in massive battles or areas with a high density of mobs makes the dk fulfill its role -ignore for the next 3 seconds all auto attacks or instant damage abilities after the activation of the ability Again it is nothing too exaggerated since the buff time is nothing besides that the dark shield cd is very high but depending on what circumstances,it can be beneficial Change the effect: A change in the effect that this talent gives would completely solve the uselessness that this talent possesses, here I will not lengthen much since this is left to the imagination of the spectator, I would simply recommend that instead of ignoring attacks, this talent simply grants a shield of 15- 20% of the maximum hp of the dk which I repeat, it is not exaggerated but it is very useful With this I will finish for now, quite possibly I will be in the future complaining about some other mechanics of some other class, having said that I invite you to comment on this idea that in my opinion would give value to something that does not have it (the talent). I hope you have a good day and see you later
  10. I do not think that is correct,a barb can tank very well in sea,nadir or mermen, maybe they are not the best resisting waves like the dk but they are quite strong tanks that can perfectly do their job without difficulty thanks to that debuff of damage from the Roar and 80% damage reduction without saying also that of a healing ability that does not require 2 minutes to use it I don't think that's the way it is, the only thing that changed is that now at least he needs a healer unlike before when being afk they were impossible to kill
  11. With what they do the developers imply that they want the dk to be a kind of paladin focusing more on giving him magic damage abilities and making his abilities do this type of damage honestly if I had known that the dk was going to have such a problem identity I would not have wasted my time improving it and would have made a barbarian or a warden
  12. I decided to abandon the Dk after seeing how little I progressed regardless of the level of my improvements, even once I acquired the Mermen armor I felt like my level was lower than the other class mc (Barb) that without having much defense can tank without difficulty,I have seen a barbarian with 8k defense take a ridiculously low amount of damage from the guardians of t5 or t4 while before acquiring the mermen armor with 11k defense I received from these between 1.5k of the guards of t4 to 2.5k of those of t5 Also, resisting waves of mobs, I also don't consider the dk to be especially strong.
  13. In more than 4 years playing and I manage to see many changes, some good, some bad, but there is something that has not changed after so long and it is the music of the game as much of battle as the one that one listens to being quiet in the town Personally, after listening to it so much, I ended up tired of it and in most cases I prefer to listen to music directly from YouTube or some that I have stored on the phone since in the case of battles this seems very "quiet" considering that you are on a battlefield either in a GvG or in a war Someone would expect a more dynamic music since unlike other games, listening to the sound of skills does not help at all here and in the case of the music that is heard when leaving the towns it ends up being repetitive therefore I sincerely propose a change to the style of music In the case of GvG Music, I propose a more dynamic music that makes anyone who is participating in this excited to fight a genre that I would recommend for this is Rock or Metal since this tends to be a music that can represent well in a battle In the case of the War Music, I would recommend a more serious style of music while not in combat in order to maintain the tense atmosphere that a war should generate but that once in combat a music similar to that of GvG begins Now coming out of the battles, the music used that is heard once outside the towns more than a music should be ambient sounds such as the sound of wind, birds or the sound of some anima The Music of Towns if I agree that it is quieter considering that these places are supposed to be more quiet places used for buying and selling objects or just to relax after leaving a dungeon, mission or while you do arena and in the case of the Dungeons a more dynamic music like the one used in War or GvG not the same genre but something that can keep people motivated while doing those long (and often exhausting) dungeons It seems to me the most suitable option and finally, Arena Music I think a good option for this would be something more similar to what can be seen in movies or series, drum sounds while the screams of the spectators are heard in the background (something that would be interesting is that each once someone dies, the spectators will start screaming louder with emotion giving an example to football matches where the fans support their team and every time the players score a goal they get excited) Those are all the examples that I put to make a change to this that fewer and fewer players pay attention, I understand that putting music directly can be easier but I think that listening to music directly from the game would make the experience more immersive and exciting I know that I miss the music of death but this in my opinion does not need a change since it perfectly represents the situation said this once again I say goodbye for now and I hope you liked this topic so now I ask you, what do you think of the music of the game? Is it good? does it need a change or is it fine like this?
  14. I was curious to see if it really did not cure and I decided to try it and yes, it does not cure maybe I had a memory failure or got confused, I apologize for that, even so I think that reflection is a good option to return that damage that skill absorbs
  15. after a year playing death knight I noticed several things about this class. One of them is the ease it has, unlike the other legion tank, to level up and withstand waves of mobs without much problem. and the other is how fragile it becomes the higher the difficulty of the mission / dungeon or boss that must be faced making it seem that this class is useful only up to a certain part of the game. many might wonder, and why does this happen? the truth is easy to tell. This class, even with its "early game" potential to withstand everything that is put ahead in "late game", its abilities do not help the DK with this task because "Dark Shield" has a very low defense reduction that makes fighting mobs with a high level of attack and penetration a real headache. But his expert skills would have to fix that ... right? the truth is that not as much as it should since the DK does not have a resistance or healing ability that allows him to stay in the game,Yes, I know that it has Blood Protection and Reserves in addition to saturation that are supposed to fill those gaps that this class has, but the truth is that they do not do their job as they should. Let me explain why. Yes, I know that it has Blood Protection and Reserves in addition to saturation that are supposed to fill those gaps that this class has, but the truth is that they do not do their job as they should. Let me explain why. Blood Protection a good ability that should not be denied but with a small problem and that is that both the damage reduction and the time of the ability make many look for other options in my opinion this ability is missing something since 50% of Damage reduction at the maximum level seems very little considering that there is already a class that can also grant this damage reduction with the addition that it removes debuff that the user or ally to which it is applied In my opinion, an extra mechanic should be added to this skill, some of its stats should be increased or it should be given an additional benefit, so with your permission I will give my ideas of what could be added In addition to what has already been added, it would be good if this ability also granted Resistance This is one of the best statistics that a tank could have since it will allow it to move easily or fight against enemies with some type of debuff or some stun Reflection of Damage will you think ... why? It is simple a death knight stands out in battle against many targets (or so it should) but when facing several enemies it can be a real problem and more if they attack from a distance so an ability that allows you to return part of the damage received is not It seems like a bad option right? since this would allow to increase the damage that this class is capable of doing which in turn in case you have life steal it will allow you to heal a little while you try to walk among the mobs Block/Parry it's simple right? With this, the DK will be able to efficiently mitigate the damage it will receive during the duration of the ability since although it seems obvious to block or evade an attack it is much better than receiving half the damage In addition, it would open the way to a new way of arming, making the DK go from wanting to increase this statistic to trying to focus on another HP Regeneration This could be very useful and would make people prefer to use regeneration instead of vamp which together with reserves could give a second chance to live, if you wonder how it could be applied it is simple, once finished the damage reduction effect increases regeneration in X% There are many other ideas that could be good but I do not want to extend this topic any longer than I am already doing. Reserves This ability can become a lifesaver when you have a good amount of life regeneration, something that should be considered is the fact that this ability needs to have a dangerously low level of life to be activated in addition to the fact that the user must be what strong enough not to die in the middle of the healing so I raise the following Damage reduction A good way to allow the DK to heal and not die while trying is with this option to grant it a very good amount of damage reduction which disappears after the first or second heal, I know that it already had a similar characteristic in the past and which was removed due to how strong it was but times have changed and now is when tanks need more than ever the ability to withstand the threats that lie ahead. Resistance It seems that I had some preference for resistance but let me explain the moment in which this ability is activated is when you are very close to death so allowing the DK to use abilities to try to protect or escape from the threat would be a very good option A Shield buff What do I mean by "Shield Buff"? simply to a buff like the one applied by Necros or Shaman a shield based on some DK statistic such as Life, Magic Damage or defense that protects the DK until it falls or until the healing ends Saturation a skill that was recently adjusted but that still requires an improvement since although it does not look like life steal has a fairly obvious weakness which is that if you are not capable of attacking an enemy or you did not do enough damage it would have been a Total loss that could end in the death of the Knight, what could we do? Health Cost Although this is already something that seems more like a joke than a problem, the truth is that the cost of 10% of life can sometimes be much and more now that Tanks can reach 10,000 of life meaning that the user would lose 1,000 of life after using the skill and think, but in the end he will heal more than what he loses? Now I will ask you, do you use saturation being happily in the town or in the middle of a battle? The answer is obvious no? Although in some cases it is true that the ability can heal more than what it loses otherwise in dungeons or against mobs with a lot of damage or mobs at a distance (since these cannot be attacked unless you approach them) unless you have an insane amount of damage you will not be able to heal enough and in which case you will end up losing more life than the that you had planned, it is true that the cost of life is removed when you have 50% life but no tank wants to reach that amount of life and in the event that it does, usually reserves or even your healer could be more useful Damage Buff As I already said, one of the problems that can lead to saturation is that if you do not manage to do enough damage before the bonus ends, you will not be able to heal enough at the end, therefore a help to do damage would be to grant either damage as such or some damage stat either critical or penetration something that would help enormously to heal more damage than those mobs or bosses are capable of doing There are many other ways to improve those skills in addition to several other skills that should also be reviewed but for now I will leave it here since this topic took longer than I had planned and I do not want to bore you more than I possibly already did. thank you if you made it to the end and if you retired in the middle of this even so thanks for reading it, until next time and have a good day.
  16. Hello! First of all I am going to apologize since my language is not English so forgive me for any spelling mistakes I may commit,now yes. I wanted to open this topic due to a proposal that I have and that is: Rework the Raid Bosses What do I mean by this? let me explain Most of us who have been playing for a long time know that some of our beloved raid bosses are not what they were before, going from being imposing bosses to small "farming" bosses, can you imagine who I'm talking about, yes, I'm talking of: Black Elm,Enginner and Kronus. It is not a secret that they have lagged far behind in terms of both difficulty and value since in the case of the first two their books are a complete "meh" and in the case of our old dragon he does not even have one compared to sea bosses whose books provide a really good upgrade. ~So what would be the solution? 1)First readjust the difficulty as I said these bosses no longer provide a real difficulty making even the boss of sea "inker" is even more difficult than these, more especially in; The engineer and kronus, since elm at least is missing some healer, I think that an increase in statistics and some changes in their abilities should be made to make these bosses a challenge again. 2)Rewards I think that rewarding the brave warriors who managed to overcome a threat of great magnitude is important, but ... what to give them? the truth to give a reputation (in the case of the bosses of ayvo) would not be bad at all since although it does not serve much to those who have already reached the maximum to all those who do not wish to do quest, dungeon or the event in their area can help acquire the achievement more easily In the case of kronus, I sincerely believe that his dungeon is enough of a reward, something that would have to be changed is the difficulty level of this in addition to its drops, since these are completely outdated, making this dungeon worthless. 3)Drops Now let's talk about the good costumes and books, I sincerely consider that in the case of the costumes ignoring the engineer, these are quite good, the only one that stands out in a bad way is that of the engineer due to how simple and not very showy it is. Now speaking of books, I consider that a change would not hurt and now I will tell you why; Enginner Books(Physical Defense/Magic Defence) These are the worst books in my opinion for any class because currently in the case of "tank" having a lot of def is no longer useful since the meta is more focused on reducing damage, I understand that these stats also reduce the damage you receive but it is that this same can be mitigated by the "penetration" stat that all existing beings in Warspear have and in the case of the "dmg" or healers arming one of these books will never be an option since these classes tend to go more for offensive stats like critical and penetration. Black Elm(Accuracy/Critical Damage) These in my opinion are much better and more useful but even so a change or some added mechanics would not hurt. Dragon Kronus(Not have) the fact that not having a book in my opinion made this boss the most forgotten of all if we add that to the fact that his dungeon has a very outdated equipment makes this the worst boss raid of all, in my opinion at least some book should be added either when killing him or as a possible reward in his dungeon. in conclusion I consider that a change would give a new life to these great and iconic bosses that deserve to be feared as in the old days. Thanks to everyone who reads this topic and I hope you liked it, I invite you to leave your opinion on what could do to improve these bosses. I say goodbye, until next time.
  17. hola me gustaria preguntar como debo distribuir los puntos del picaro ya que no se que habilidad poner al 5/5 o cual medio subir
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