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SeaDemon reacted to Gaunter in [2025.12.12] Warspear Online Update 13.2. Announcement. Part I
Warriors!
As the frost tightens its grip on the Snowy Bound, a wind of change sweeps across Arinar! We're rolling out a new update to class skill and talent balance, aimed at making combat more dynamic and expanding the range of tactical choices available to you. These adjustments are based on extensive analysis of thousands of encounters, your feedback, and careful observation of class performance in Arenas, dungeons, and large-scale battles.
As always, we invite you to test these changes on the public test server and share your thoughts. Some skills and talents may be further tuned based on the results.
PvP Status: Version 1.0
Heroes of Arinar, a new era of change begins! We're introducing a dedicated PvP configuration system – a major milestone in combat balance that will make every encounter more intense and engaging. Going forward, all skills and talents will have two distinct power profiles: one for PvE challenges and another specifically for PvP combat.
Update 13.2 introduces the new PvP status mechanic, allowing us to fine-tune PvP balance with even greater precision using your feedback and combat data.
Let's take a closer look at how it works!
PvP Status in a Nutshell
PvP status indicates whether your character is currently considered part of the PvP aspect of the game. It has two modes: on and off. Its current state is displayed next to your character's – or your target's – health bar. Depending on whether PvP status is active, certain skills and talents will use different modifiers. When PvP status is off, your character takes 80% less damage from the first attack made by a PvP opponent.
Enabling and Disabling PvP Status
PvP status is automatically enabled whenever your character enters one of the following locations or activities:
Arena Catacombs GvG events Cup events Alliance events Golden Sands (surface locations of Almahad) Outposts Castle sieges
In all other areas, PvP status is disabled by default. If you engage a PvP target – whether another player, a monster summoned by a player, or a PvP monster – PvP status will turn on automatically and remain active for as long as you're fighting at least one such target. After leaving combat, PvP status remains active for an additional 6 seconds before turning off. It also disengages automatically if your character dies. When leaving areas where PvP status is permanently enabled – or when entering or exiting dungeons, attractions, or event instanced territories – PvP status will also switch off automatically.
Developer's Note: We understand that damage-focused classes currently enjoy a smoother experience in PvE activities. They clear solo content quickly and remain valuable in party play, while defensive and support-oriented classes often find themselves limited to more specialized roles. Our goal is to give heroes who traditionally struggle in PvE more room to shine – without disrupting PvP balance and while preserving the flexibility needed for ongoing adjustments.
Looking ahead, we plan to expand the PvP status system and broaden the list of skills and talents that behave differently depending on whether it's active. Future class mechanics and overall game balance will be closely tied to the evolution of this feature.
A full list of the skills and talents affected by this update can be found below.
Standardized Attribute Limits for Summoned Monsters
With Update 13.2, we're introducing the first set of changes to the mechanics governing summoned monsters. From now on, all summoned creatures will share the same maximum attribute caps as player characters.
This change applies to the following skills and talents:
Arcane Phantom (Mage's Guild of Almahad talent) Elemental Support (Druid's skill) Water Spirit (Druid's talent, Raging Spring branch) Dead Soldier (Necromancer's skill) Undead Army (Necromancer's talent) Call (Charmer's skill) Chaotic Assistance (Charmer's skill) Spawn of Gloom (Charmer's talent, Spawn of Gloom branch) Particle of Life (Templar's skill) Relentless Defender (Templar's talent, Stronghold of Faith branch) Beast Awakening (Beastmaster's skill) Deadly Illusion (Skill) Sneer of Fate (Skill)
Developer's Note: In Update 13.2, we are taking the first meaningful step toward updating how summoned monsters function. A key issue with the previous system was that summons could reach significantly higher maximum combat and defensive attributes than the characters who controlled them.
This update marks the beginning of a broader overhaul. In future updates, we plan to expand the range of character attributes inherited by summoned monsters and improve the usability and consistency of set skills that interact with summons. Starting with Update 13.3, we'll also refine how summoned monsters interact with AoE mechanics by including them in player-target limits for area skills. When this change goes live, summoned monsters will have a reduced chance of being selected compared to player targets, and their contribution to the target limit will scale dynamically based on the number of players within the affected area.
Physical Defense Adjustment
Starting with Update 13.2, the Physical Defense values granted by armor will be increased as follows:
Cloth Armor: +~23.5% Light Armor: +~9.5 Chosen
Paladin
Harad's Call
Now deals magic damage, scaling with the character's combined Physical and Magic Power. Damage scaling changed to 160 / 175 / 190 / 210% and 115 / 125 / 135 / 150% (PvP) of Magic Power (was 115 / 125 / 135 / 150%). Damage scaling changed to 130 / 140 / 150 / 170% and 95 / 100 / 110 / 120% (PvP) of Physical Power. The Stun duration increases by 0.5 / 0.6 / 0.8 / 1 sec with higher Magic Power, while higher Physical Power increases damage Penetration by 5 / 6 / 8 / 10%. Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14) Inner Forces
Removed the separate damage-taken modifier from monsters. Now reduces damage by 2.5% and 2% (PvP), scaling with the character's missing healt Shackles of Justice
Monster target limit added: 5 / 5 / 6 / 8 / 10. Effect duration changed to 2 / 2.5 / 3 / 3.5 / 4 sec (was 3 / 3.5 / 4 / 4.5 / 5 sec). Heavenly Light
Cooldown time increased to 14 sec (was 12 sec). Harad's Banner
Damage scaling changed to 50 / 60 / 70 / 85% and 40 / 45 / 50 / 60% (PvP) of Magic Power (was 40 / 45 / 50 / 60%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Purifying
Damage scaling changed to 30 / 55 / 80 / 110 / 140 plus 135 / 145 / 160 / 185 / 200% and 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145%). Damage scaling changed to 15 / 25 / 35 / 50 / 65 plus 50 / 55 / 60 / 70 / 80% and 10 / 20 / 27 / 35 / 45 plus 35 / 40 / 45 / 50 / 55% (PvP) of Magic Power (was 10 / 20 / 27 / 35 / 45 plus 35 / 40 / 45 / 50 / 55%) Sun Seal
Damage scaling changed to 170 / 180 / 200 / 220% and 120 / 130 / 140 / 155% (PvP) of Physical Power (was 120 / 130 / 140 / 155%). Damage scaling changed to 180 / 200 / 220 / 250% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 135 / 145 / 160 / 180%) Paladin's Prayer
Damage scaling under Paladin's Prayer changed to 110 / 120 / 130 / 145% and 90 / 100 / 110 / 120% (PvP) of Physical Power (was 90 / 100 / 110 / 120%). Damage scaling under Paladin's Prayer changed to 120 / 130 / 150 / 170% and 100 / 110 / 125 / 140% (PvP) of Magic Power (was 100 / 110 / 125 / 140%). Damage scaling under Paladin's Retribution changed to 125 / 140 / 160 / 180% and 105 / 120 / 135 / 150% (PvP) of Physical Power (was 105 / 120 / 135 / 150%). Damage scaling under Paladin's Retribution changed to 155 / 170 / 190 / 215% and 120 / 140 / 160 / 180% (PvP) of Magic Power (was 120 / 140 / 160 / 180%). Stunning Blow
Damage scaling changed to 180 / 190 / 205 / 225% and 130 / 135 / 145 / 160% (PvP) of Physical Power (was 130 / 135 / 145 / 160%).
Faith Reckoning (Reckoning branch)
Application chance changed to 20% for instant damage skills and 10% for damage over time skills (was 20% for all damage-dealing skills). Damage scaling changed to 35% and 25% (PvP) of Magic Power (was 25%). Power Surge (Assassin's Guild of Almahad)
Mechanics reworked: Now heals for 5% of missing health. Divine Lightbringer
Monster target limit added: 6. Intercession (Bulwark of Faith branch)
Activation interval changed to once per 2 sec (was once per 2.5 sec). Healing scaling changed to 75% of Magic Power (was 85%). External Influence
Healing bonus from missing health changed to 2% (was 2.5%). Shackles of Justice +
Skill duration bonus changed to 0.2 / 0.3 / 0.4 sec (was 0.2 / 0.4 / 0.6 sec).
Mage
Overload
The Overload effect no longer prevents the character from accumulating stacks of Tension. Aura of Fire
There is a 20 / 25 / 30 / 40% chance to deal retaliatory damage to the attacker when hit by an auto-attack or instant damage skill. Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Blazing Ground
Cooldown time increased to 16 sec (was 14 sec). PvP targets are no longer interrupted by damage from the zone. Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Illusionary Chains
Monster target limit added: 5 / 5 / 6 / 8 / 10. Time Warp
Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14). Stone Shards
Damage scaling changed to 150 / 160 / 175 / 190 / 210% and 125 / 135 / 145 / 160 / 175% (PvP) of Magic Power (was 125 / 135 / 145 / 160 / 175%). Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14). Roaring Flame
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Frostbolt
Damage scaling changed to 160 / 175 / 190 / 220% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 135 / 145 / 160 / 180%).
Cryostasis (Assassin's Guild of Almahad)
The talent no longer activates on zero damage. Excess Energy
Now increases Skill Power instead of skill damage. Magma Boulder (Pyromancy branch)
Frostbolt damage is now always increased, rather than only against targets affected by Blazing Ground. Elemental Power (non-playable guilds of Almahad)
Using Dragon's Eye or Refinement now also applies Arcane Synthesis to the character. Arcane Phantom (Mage's Guild of Almahad)
Phantom summon chance changed to 14% (was 10%). Spatial Manipulation (Arcane Magic branch)
Effect duration changed to 18 sec (was 14 sec). Magic Power bonus accumulation rate changed to once per 2 sec (was once per 3 sec). Sorcerer's Creed (Adventurer's Guild of Almahad)
Cooldown reduction bonus for skills on cooldown changed to 0.4 sec (was 0.2 sec). Sheaf of Lightning
Healing from damage dealt changed to 110% (was 65%). Runic Rock (Geomancy branch)
Effect duration changed to 25 sec (was 16 sec). Physical and Magic Defense penalty from Dull Wounds changed to 8% (was 5%). Physical and Magic Defense penalty from Open Fracture changed to 40% (was 20%).
Seeker
Splitting Blow
Fixed a bug that caused the reduction of the enemy's Health Steal to be calculated incorrectly. Bleeding damage scaling changed to 45 / 50 / 60 / 70% and 35 / 40 / 50 / 60% (PvP) of Physical Power (was 30 / 35 / 40 / 50%). Sun Nets
Cooldown time reduced to 16 sec (was 20 sec). Mechanics added: Now applies Defensive Atrophy to enemies, reducing their highest defensive attribute: Dodge by 13 / 16 / 20 / 25%, Block by 5.5 / 6.5 / 8 / 10%, or Parry by 8.5 / 10 / 12 / 15%. Monster target limit added: 5 / 6 / 8 / 10. Exhaustive Blow
Mechanics added: If the target is already under Stun, the skill deals 20 / 25 / 30 / 40% increased damage. Damage scaling changed to 130 / 135 / 140 / 150% and 110 / 115 / 120 / 125% (PvP) of Physical Power (was 110 / 115 / 120 / 125%). Bloodthirst
Healing per Bleeding stack on the enemy changed to 2.5 / 3 / 4 / 5% (was 2 / 2.5 / 3.5 / 4%). Vanish
Stun duration changed to 2 / 2.2 / 2.4 / 2.7 / 3 sec (was 1.5 / 1.7 / 2 / 2.5 / 3 sec). Attraction
Damage amplification changed to 8 / 10 / 12 / 15% (was 6 / 8 / 10 / 12%). Duration of damage amplification changed to 5 / 6 / 8 / 10 sec (was 5 / 6 / 7 / 8 sec). Fixed a bug that caused the immobility duration to be calculated incorrectly Attack Instinct
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
Warrior of Light (non-playable guilds of Almahad)
Fixed a bug where Skill Power would not increase the character's Physical Power. Battle Potential (Steel Tempest)
Number of non-critical auto-attacks required to activate the effect changed to 5 and 7 (PvP). Inner Harmony (Righteous Fury branch)
Mechanics reworked: Now increases Resistance from all sources by 30%. Whenever the character resists a harmful effect, Inner Harmony is applied for 16 sec, increasing Skill Cooldown rate by 10%. Stacking this effect increases its power by 10% (up to 40%) and refreshes its duration. Bloody Rampage
Bloodthirst damage bonus per Bleeding stack on the enemy changed to 7% (was 5%). Maximum Bloodthirst damage bonus changed to 28% (was 25%). Cooldown reduction bonus per Bleeding stack changed to 0.7 sec (was 0.5 sec). Maximum Bloodthirst cooldown reduction bonus changed to 2.8 sec (was 2.5 sec) Residual Acceleration
Effect duration changed to 5 sec (was 6 sec).
Priest
Redemption
Monster target limit added: 3 / 4 / 5 / 6. Player target limit changed to 4 / 5 / 6 / 7 (was 5 / 6 / 7 / 8). Elusive Threat
Cooldown time increased to 25 sec (was 16 sec). Damage scaling changed to 70 / 75 / 85 / 100% and 50 / 55 / 65 / 80% (PvP) of Magic Power (was 55 / 65 / 75 / 90%). Damage Penetration bonus changed to 6 / 7 / 9 / 12% (was 4 / 8 / 12 / 15%). Mystic Mark
Effect duration changed to 10 sec (was 15 sec). Damage scaling changed to 155 / 170 / 190 / 220% and 140 / 150 / 160 / 185% (PvP) of Magic Power (was 140 / 150 / 160 / 185%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Light's Wrath
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Damage scaling against the primary target changed to 155 / 170 / 190 / 220% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 120 / 130 / 145 / 160%). Damage scaling against enemies within 1 yard changed to 120 / 130 / 145 / 160% and 100 / 105 / 115 / 130% (PvP) of Magic Power (was 100 / 105 / 115 / 130%). Payback
Damage scaling changed to 175 / 190 / 210 / 240% and 145 / 160 / 180 / 200% (PvP) of Magic Power (was 145 / 160 / 180 / 200%). Word of Power
Damage dealt at the end of Curse Oath changed to 135 / 145 / 155 / 170 / 190% and 120 / 125 / 135 / 145 / 160% (PvP) of Magic Power (was 120 / 125 / 135 / 145 / 160%).
Remorse
Mechanics reworked: Now Redemption also heals the target for 3% of their maximum health for every harmful effect it removes. Illusion of Salvation
Stun duration changed to 3 sec (was 4 sec). Standing-still requirement for applying Stun changed to 2 sec (was 1.5 sec). Punishment by Pain (Holy Wrath branch)
Bonus damage scaling changed to 40% and 30% (PvP) of Magic Power (was 30%). Penance (Assassin's Guild of Almahad)
Activation interval changed to once per 2.5 sec (was once per 1.5 sec). Zealous Aid (Mage's Guild of Almahad)
Cooldown reduction bonus from using skills on allies changed to 0.4 sec (was 0.3 sec). Healing bonus from using skills on enemies changed to 20% (was 15%).
Templar
Harad's Teachings
Damage scaling changed to 45 / 55 / 65 / 80% and 30 / 40 / 50 / 65% (PvP) of Magic Power (was 30 / 40 / 50 / 65%). Damage scaling changed to 55 / 65 / 80 / 100% and 45 / 55 / 65 / 80% (PvP) of Physical Power (was 20 / 30 / 40 / 50%). Healing range changed to 6 yards (was 5 yards). Healing can now affect the monster summoned by Particle of Life. The healing effect can now only occur once per 4 / 3 / 3 / 2 sec. The effect now applies even if the enemy resists Stun. Whirlwind of Repentance
Now deals magic damage, scaling with the character's combined Physical and Magic Power. Damage scaling changed to 30 / 50 / 70 / 95 / 120 plus 115 / 125 / 140 / 155 / 175% and 20 / 40 / 60 / 80 / 100 plus 85 / 95 / 105 / 115 / 125% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 85 / 95 / 105 / 115 / 125%). Damage scaling changed to 30 / 50 / 70 / 95 / 120 plus 125 / 135 / 145 / 160 / 180% and 20 / 40 / 60 / 80 / 100 plus 105 / 115 / 125 / 135 / 150% (PvP) of Magic Power. Chance to apply Quicksand changed to 100% (was 60 / 70 / 80 / 90 / 100%). Now, starting at skill level 4, higher Physical Power causes Quicksand to reduce enemy Accuracy, while higher Magic Power increases the skill's area of effect by 3 yards. Deity Statue
Cooldown time reduced to 30 sec (was 38 sec). Statue duration changed to 12 / 14 / 16 / 20 sec (was 16 / 20 / 24 / 28 sec). The Statue now absorbs damage from auto-attacks and instant damage skills (previously from auto-attacks only). The Statue no longer applies Divine Retribution to enemies that deal damage to it. Onslaught
Damage scaling changed to 145 / 155 / 170 / 190% and 115 / 125 / 140 / 155% (PvP) of Physical Power (was 115 / 125 / 140 / 155%). Now affects all enemies within 2 yards of the target (previously only the target). Monster target limit added: 5 / 6 / 8 / 10. Reverse Flow
Monster target limit added: 5 / 5 / 6 / 8 / 10. Touch of Truth
Monster target limit added: 5 / 6 / 8 / 10. Forbidden Trick
Damage scaling changed to 175 / 190 / 210 / 240 / 280% and 130 / 145 / 160 / 180 / 200% (PvP) of Physical Power (was 130 / 145 / 160 / 180 / 200%). Particle of Life
Damage scaling changed to 135 / 145 / 160 / 180% and 120 / 125 / 130 / 150% (PvP) of Physical Power (was 120 / 125 / 130 / 150%). Summoned monster's damage scaling changed to 80 / 100 / 125 / 155 plus 75 / 85 / 100 / 120% and 55 / 80 / 105 / 130 plus 65 / 75 / 85 / 100% (PvP) of the character's Magic Power (was 55 / 80 / 105 / 130 plus 65 / 75 / 85 / 100%). Summoned monster's base movement speed increased.
Wisdom of Overcoming (Oathkeeper branch)
Mechanics reworked: Harad's Teachings now heal an additional party member and increase the healing received by allies by 25%. Light's Vengeance (Assassin's Guild of Almahad)
Stun is now applied specifically to the enemy who inflicted a harmful or control effect on the character, rather than a random enemy. Cleaving Confession (Adventurer's Guild of Almahad)
Now increases Skill Power instead of skill damage. Blessed Step (Tactician branch)
Effect duration changed to 18 sec (was 14 sec). Power Inversion (Tactician branch)
Penalty to the activation rate of Reverse Flow changed to 90% (was 60%). Light Burn
Effect duration changed to 12 sec (was 8 sec). Defensive Strike
Monster target limit added: 6. Strength of Faith
Mechanics reworked: Now, increases the Deity Statue's maximum health by 30%, extends its area of effect by 1 yard, and heals it for 15% of its maximum health every 4 sec.
Firstborn
Blade Dancer
Vortex Blade
Removed the separate damage-taken modifier from monsters. Now increases damage against targets under Bleeding by 15 / 20 / 25 / 30 / 40% and 6 / 9 / 12 / 16 / 20% (PvP). Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14). Mark of the Blade
Healing interval added: once per 2 / 2 / 1.5 / 1 sec. Rush
Monster target limit added: 5 / 6 / 8 / 10. Hamstring
Damage scaling changed to 40 / 45 / 50 / 55 / 60% and 30 / 35 / 40 / 45 / 50% (PvP) of Physical Power (was 30 / 35 / 40 / 45 / 50%). Sonic Boom
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
Virtuoso (Featherlike Agility branch)
Now, taking damage from melee auto-attacks or instant damage melee skills applies Virtuoso for 10 sec, increasing the Parry chance by 2%, but this can only occur once per 3 sec. Stacking this effect increases its power by 2% (up to 6%) and refreshes its duration. Weakness Suppression (Featherlike Agility branch)
Mechanics reworked: Now, when Spirit of Resistance activates, the character becomes immune to all control effects for the next 1 sec. Unrelenting Onslaught
Removed the separate modifier that increased the Rush duration differently for monsters. The duration now increases by 10% for each enemy hit (previously 12% per player and 8% per monster). Vortex Blade +
Damage bonus against Bleeding targets changed to 1.5 / 3% (was 2 / 4%). The effect now applies to any target affected by Bleeding.
Ranger
Explosive Trap
Fixed a bug where the skill damage would not trigger instant damage character mechanics. Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Scatter Shot
Now additionally shifts the character 2 yards backward, away from the target. Bow Strike
Damage scaling changed to 115 / 125 / 135 / 150% and 80 / 90 / 105 / 120% (PvP) of Physical Power (was 80 / 90 / 105 / 120%). Hail of Arrows
Damage to enemies within the area around the target changed to 90 / 100 / 115 / 130% (was 45 / 50 / 60 / 70%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Vengeful Shot
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
Marksman's Precision (Adventurer's/Mage's Guild of Almahad)
Now additionally increases damage of auto-attacks for each yard between the character and the target. Distance-based damage bonus for skills and auto-attacks changed to 0.85% (was 0.5%). Removed the double bonus granted when using a skill at maximum range. Quick Reaction (Anomalous Evasion branch)
Now additionally applies Quick Reaction after taking damage from damage over time effects. Fire Volley
Removed the separate damage modifier against monsters. Now increases Hail of Arrows damage by 8% and 5% (PvP) for each yard between the character and the target. Detoxification (Anomalous Evasion branch)
Mechanics reworked: Now, dodging an enemy attack applies Detoxification to the character for 4 sec, increasing Resistance by 30% of the character's Dodge chance. This effect can only occur once per 6 sec. Spearhead Onslaught (Masterful Cannonade branch)
Using Bow Strike no longer reduces the effect's strength. Maximum Attack Strength bonus changed to 30% (was 20%). Removed the double bonus to Attack Strength on critical hits. The Attack Strength bonus now builds 1% faster when attacking the same target. Butterfly Dance (Assassin's Guild of Almahad)
Effect duration increased to 18 sec (was 14 sec). Increased Danger
Damage scaling changed to 35% and 25% (PvP) of Physical Power (was 25%). Flexible Bowstring (Masterful Cannonade branch)
Penalty to Ranger's Blessing damage reduced to 55% (was 70%). Precision (Mage's Guild of Almahad)
Time window for stacking the effect changed to 10 sec (was 8 sec).
Druid
Secret Link
Healing from this skill can now be critical. Fixed a bug where the effect did not apply to the character when used on an allied monster. Healing Barrier
Fixed a bug where healing from the skill would not properly scale with healing bonuses and penalties. Skill range increased to 5 yards (was 4 yards). Patronage of the Forest
Cooldown time reduced to 40 sec (was 50 sec). Skill range increased to 5 yards (was 4 yards). Now, when the healing effect occurs, it also removes 1 / 1 / 2 / 3 random harmful or control effect(s) from the target. Invigorating Stream
Healing from this skill can now be critical. Punitive Roots
Physical and Magic Power reduction from Weakness changed to 15 / 20 / 25 / 30% (was 55 / 65 / 75 / 90%). Weakness no longer breaks when the target performs an attack. Power of Water
Cooldown time reduced to 12 sec (was 18 sec). Damage scaling against the primary target changed to 130 / 140 / 150 / 165% and 110 / 115 / 125 / 135% (PvP) of Magic Power (was 140 / 150 / 165 / 180%). Damage scaling against enemies within the area around the target changed to 60 / 70 / 80 / 90% and 50 / 60 / 70 / 80% (PvP) of Magic Power (was 60 / 70 / 80 / 90%). Water Curse duration changed to 5 / 6 / 7 / 8 sec (was 4 / 5 / 6 / 8 sec). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Lightning Bolt
Damage scaling changed to 45 / 70 / 95 / 125 / 155 plus 130 / 135 / 140 / 145 / 155% and 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130%). Insect Swarm
Damage scaling changed to 40 / 45 / 50 / 55 / 60% and 30 / 35 / 40 / 45 / 50% (PvP) of Magic Power (was 30 / 35 / 40 / 45 / 50%). Tornado
Damage scaling changed to 40 / 50 / 60 / 70% and 30 / 40 / 50 / 60% (PvP) of Magic Power (was 30 / 40 / 50 / 60%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Elemental Support
Summoned monster's damage scaling changed to 65 / 80 / 100 / 120% and 55 / 65 / 80 / 100% (PvP) of the character's Magic Power (was 55 / 65 / 80 / 100%). Barkskin
Effect duration changed to 30 / 35 / 40 / 50 / 60 sec (was 20 / 30 / 40 / 50 / 60 sec). Physical and Magic Defense bonus increased to 25 / 30 / 35 / 40 / 50% (was 15 / 20 / 30 / 40 / 50%). Forest Song
Monster target limit added: 5 / 6 / 8 / 10.
Internal Impact
Mechanics reworked: Applying Healing Barrier to the ally now also grants the effect to the character. The shield strength is reduced by 25%. Elemental Fury (Raging Spring branch)
The talent effect now applies to the character themselves. While it is active, all existing summoned monsters also gain the bonus. Insight (Forest's Bounty branch)
While the talent is active, healing from the skill no longer weakens for each subsequent target. Thorn Trap (Mage's Guild of Almahad)
Now, the talent accumulates damage regardless of the target's defensive attributes. Water Spirit (Raging Spring branch)
Summoned monster's damage scaling changed to 145% and 120% (PvP) of the character's Magic Power (was 120%). Thorny Bush
Penalty to enemy Penetration increased to 5% (was 4.5%).
Warden
Punishment
Now additionally reduces enemy Skill Power by 6 / 8 / 10 / 12 / 16%.
Monster target limit added: 5 / 5 / 6 / 8 / 10. Warden's Protection
Damage from the skill is now channeled to the character every 2 sec, instead of hitting on every attack against allied characters. Defense Mastery
Removed the separate damage-taken modifier from monsters. Now reduces damage by 2 / 3 / 4 / 5% and 2 / 2.5 / 3 / 4% (PvP) per stack. Warden's Spirit
Cooldown time reduced to 22 sec (was 25 sec). Powerful Lunge
Damage range increased to 1 / 1 / 2 / 2 yard(s) (was 1 yard). Damage scaling changed to 185 / 210 / 240 / 280% and 160 / 180 / 205 / 235% (PvP) of Physical Power (was 160 / 180 / 205 / 235%). Powerful Blow
Damage scaling changed to 25 / 50 / 70 / 95 / 120 plus 135 / 140 / 150 / 160 / 175% and 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145%). Shield Throw
Damage scaling changed to 150 / 160 / 180 / 200% and 115 / 120 / 130 / 140% (PvP) of Physical Power (was 115 / 120 / 130 / 140%). Warden's Fury
Weakness duration increased to 8 / 9 / 10 / 12 sec (was 7 / 8 / 9 / 10 sec).
Resonating Technique (Guardian's Waraxe branch)
Now, when an auto-attack or instant-damage skill is used, the effect accumulation rate increases by 1 sec, but this can only occur once per 0.4 sec. Combat Healing (Scorching Fury branch)
Now, the damage from the health restored is doubled when the character is at full health. Solar Protection (Assassin's Guild of Almahad)
Number of resisted harmful effects required to activate the effect increased to 4 (was 3). Crowd Inspiration
Skill range increased to 4 yards (was 2 yards). Will to Live (Unbridled Will branch)
Fortification strength bonus reduced to 3% for every 5% of the character's missing health (was 4%). Unbreakable Barrier (Mage's Guild of Almahad)
Damage scaling changed to 140% and 100% (PvP) of Physical Power (was 100%).
Beastmaster
Forest Symbol
Earth Bonds duration changed to 3 / 3 / 3.5 / 4.5 sec (was 3 / 3.5 / 4.5 / 6 sec). Now affects 1 / 2 / 3 / 4 target(s) at once (previously affected only a single target). Moonlight
Now, the Moon Monster's attacks extend the shortest remaining effect stack duration (previously always extended the same effect). Chain Lightning
Fixed a bug where targets could occasionally receive zero damage. Damage scaling changed to 70 / 80 / 90 / 100 / 115% and 55 / 65 / 75 / 85 / 95% (PvP) of Physical Power (was 55 / 65 / 75 / 85 / 95%). Damage scaling changed to 120 / 135 / 150 / 170 / 190% and 100 / 115 / 130 / 145 / 160% (PvP) of Magic Power (was 100 / 115 / 130 / 145 / 160%). Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 7 / 8 / 9 / 10). Double Concentration
Cooldown time increased to 30 sec (was 22 sec). Double Concentration duration on the Moon Monster increased to 25 sec (was 15 sec). Beast Instinct duration on the character increased to 25 sec (was 15 sec). Enabling Deadly Dexterity now removes all effects applied by this skill. Disabling Deadly Dexterity now removes all its effects. Moon Touch
Damage scaling changed to 50 / 70 / 90 / 115 / 140 plus 140 / 155 / 170 / 185 / 200% and 40 / 55 / 70 / 100 / 120 plus 130 / 140 / 155 / 165 / 175% (PvP) of Magic Power (was 40 / 55 / 70 / 100 / 120 plus 130 / 140 / 155 / 165 / 175%). Order to Attack
Moon Monster movement speed bonus changed to 25 / 30 / 35 / 40 / 50% (was 10 / 15 / 20 / 25 / 30%). Moon Monster Physical Power bonus changed to 20 / 25 / 30 / 40 / 50% (was 10 / 15 / 25 / 30 / 40%). Forest Aura
Skill range changed to 1 / 1 / 1 / 2 yard(s) (was 1 yard). Damage scaling changed to 35 / 45 / 60 / 80% and 25 / 35 / 50 / 65% (PvP) of Magic Power (was 35 / 45 / 60 / 80%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Beast Awakening
Cooldown time reduced to 26 sec (was 30 sec). Proximity to Nature
Target limit changed to 3 / 3 / 4 / 5 (was 3 / 4 / 5 / 6).
Resonance
Stun now applies to additional targets guaranteed (previously with a 50% chance). Full Moon
The effect is now also applied to the Moon Monster when used on an ally (previously only applied when used on the character or an ally). Now also increases Accuracy by 10%. Penalty to the effect duration removed. Predatory Bond (Mage's Guild of Almahad)
Fixed a bug that caused the talent to stop functioning after leaving the Arena. Sabertooth (Guardian Unity branch)
Healing penalty from the skill reduced to 30% (was 40%). Lotus Grandeur (Forest Inspiration branch)
Penalty to Forest Aura damage increased to 25% (was 20%). Symbiosis (Dual Rage branch)
Damage bonus increased to 15% (was 10%). Forest Symbol +
Effect duration bonus reduced to 0.6 sec (was 1 sec). Mountain Clans
Barbarian
Scream of Fury
Cooldown time increased to 16 sec (was 14 sec). Mechanics reworked: Now, draws all enemies within 2 yards 1 yard closer to the character, dealing physical damage for 50 / 60 / 70 / 80% and 40 / 45 / 55 / 65% (PvP) of the character's Physical Power. Enemies pulled in gain Bleeding for 8 sec, causing physical damage for 35 / 40 / 45 / 55% and 25 / 30 / 35 / 45% (PvP) of the character's Physical Power every 2 sec. Affects up to 3 / 4 / 5 / 6 player targets and 5 / 6 / 8 / 10 monster targets. Roar
Now additionally applies Stun to enemies for 0.8 / 1 / 1.2 / 1.5 / 2 sec. Monster target limit added: 5 / 5 / 6 / 8 / 10 Stone Skin
The granted effect is now undispellable. Charge
Damage scaling changed to 90 / 95 / 105 / 115 / 130% and 65 / 70 / 75 / 80 / 90% (PvP) of Physical Power (was 65 / 70 / 75 / 80 / 90%). Shield Strike
Damage scaling changed to 150 / 160 / 180 / 200% and 115 / 120 / 130 / 140% (PvP) of Physical Power (was 115 / 120 / 130 / 140%). Strong Blow
Damage scaling changed to 25 / 50 / 70 / 95 / 120 plus 135 / 140 / 150 / 160 / 175% and 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145%). Defeat
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Warcry
Defense bonus changed to 30 / 35 / 45 / 55% (20 / 30 / 40 / 55%).
Bastion (Reinforcement branch)
Now additionally increases the character's Block chance by 2% for each party member affected. Damage reduction effect changed to 25% (was 20%). Bloodshed
Damage scaling changed to 45% and 33% (PvP) of Physical Power (was 33%). Buffering (Defense branch)
Block chance bonus increased to 6% (was 4%). Parry chance bonus increased to 9% (was 6%). Scream of Fury +
Talent bonus reworked: Now increases the skill's damage over time by 1 / 1.65 / 2.25% of the character's Physical Power.
Rogue
Stealth
Using the skill now removes all slowing effects from the character. Now additionally increases the character's movement speed by 15 / 20 / 25 / 30 / 40% for 3 sec. Gouge
Cooldown time reduced to 16 sec (was 20 sec). Now additionally applies Dizziness to enemies, reducing their Accuracy by 20 / 25 / 30 / 35 / 40% for 8 / 10 / 12 / 14 / 16 sec. Monster target limit added: 5 / 5 / 6 / 8 / 10. NEW Skill: Assassin's Mark (replaces Kick in the Back)
Type: Active
Energy Cost: 13 / 14 / 15 / 16 / 17
Cooldown: 8 sec
Range: 5 yards
Applies Assassin's Mark to the enemy for 14 sec, increasing the character's damage against the marked target by 1.5 / 1.75 / 2 / 2.5 / 3% and by an additional 1.5 / 1.75 / 2 / 2.5 / 3% (up to 12 / 14 / 16 / 20 / 24%) every 2 / 1.5 / 1.5 / 1 / 1 sec while the mark is active or whenever the target is hit by an auto-attack or instant damage skill. Only one enemy can be marked at a time. Using this skill does not break invisibility. Elusive Jump
Now recharges 30 / 40 / 50 / 60% faster when used during Stealth invisibility. Trickiest Technique
Damage scaling changed to 125 / 130 / 140 / 150% and 110 / 115 / 120 / 125% (PvP) of Physical Power (was 110 / 115 / 120 / 125%). Now, the Stun duration increases by 0.5 / 0.7 / 1 / 1.5 sec when used during Stealth invisibility. Ricochet
Skill range increased to 4 yards (was 3 yards). The skill can now hit an additional 1 / 1 / 1 / 1 player targets and 1 / 1 / 2 / 2 monster targets when used during Stealth invisibility. Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Steel Flurry
Damage scaling changed to 135 / 145 / 160 / 180% and 115 / 120 / 135 / 150% (PvP) of Physical Power (was 115 / 120 / 135 / 150%). Absolute Reflexes
Activation interval changed to once per 4 / 4 / 3 / 2.5 sec (was once per 4 sec). Poison Blades
Cooldown time reduced to 16 sec (was 19 sec). Damage scaling changed to 35 / 40 / 50 / 60% of Physical Power (was 30 / 35 / 40 / 50%). Furiousness
Critical Hit Strength bonus increased to 13 / 16 / 20 / 25% (was 8 / 12 / 17 / 20%).
Combo Mastery (Elimination branch)
Now, using skills that do not deal instant damage no longer resets the effect. Double Threat (Lethality branch)
Removed the separate activation modifier against monsters. Now, non-critical auto-attacks have a 55% and 25% (PvP) chance to deal double damage. Tirelessness
Accuracy reduction effect for enemy attacks increased to 7% (was 5%). Murderous Thirst
Health threshold to activate the effect increased to 25% (was 20%). Quick Kill (Adventurer's Guild of Almahad)
Bonus weakening rate reduced to 3.2% for each subsequent critical strike on the same monster (was 4%). Bee Sting (Assassin's Guild of Almahad)
Damage scaling changed to 60% and 40% (PvP) of Physical Power (was 40%). Assassin's Mark + (Assassin's Guild of Almahad) (replaces Kick in the Back +)
Increases the duration of the skill's effect by 1 / 2 sec.
Shaman
Fire Totem
Now, the Totem's attack speed is increased by 1 / 1.2 / 1.6 / 2% for every 5% of the character's Attack Speed. Healing Totem
Monster target limit added: 3 / 4 / 5 / 6. Shamanic Cleansing
Now removes 1 / 2 / 2 / 3 harmful effects from the target (previously removed all effects). Power of the Earth
Now additionally increases the character's critical healing power by 1.5 / 2 / 2.5 / 3% per stack. Critical Hit chance bonus reduced to 1.5 / 2 / 2.5 / 3% per stack (was 1 / 2 / 3 / 4%). Totem of Weakness
Monster target limit added: 5 / 6 / 8 / 10. Lightning Shield
Cooldown time reduced to 26 sec (was 30 sec). Retaliation chance when struck by an auto-attack or instant damage skill increased to 30 / 35 / 40 / 50% (was 15 / 20 / 25 / 30%). Damage scaling changed to 55 / 60 / 70 / 80% of Magic Power (was 85 / 90 / 100 / 110%). Retaliation rate against player attacks reduced to once per 0.3 sec (was once per 1.3 / 1.2 / 1 / 0.8 sec). Earthquake
Damage scaling changed to 135 / 145 / 155 / 170 / 190% and 120 / 125 / 135 / 145 / 160% (PvP) of Magic Power (was 120 / 125 / 135 / 145 / 160%). Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14). Ball Lightning
Damage scaling changed to 45 / 70 / 95 / 125 / 155 plus 130 / 135 / 140 / 145 / 155% and 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130%). Earth Protection
Effect duration changed to 30 / 35 / 40 / 50 / 60 sec (was 20 / 30 / 40 / 50 / 60 sec). Physical and Magic Defense bonus increased to 25 / 30 / 35 / 40 / 50% (was 15 / 20 / 30 / 40 / 50%).
Electrified (Fury of the Skies branch)
Effect duration changed to 12 sec (was 9 sec). Now, the effect applies whenever the target is hit by an auto-attack or instant damage skill (previously applied when the target dealt damage). Application chance changed to 10% (was 20%). Maximum application chance changed to 30% (was 60%). Damage interval changed to once per 2 sec (was once per 1 sec). Ancestral Charm (Spiritual Patronage branch)
Cooldown time increased to 80 sec (was 60 sec). Viscous Shell
Effect power increased to 5% (was 4.5%). Lunar Eclipse (Adventurer's Guild of Almahad)
Cooldown reduction effect reduced to 14% (was 16%).
Hunter
Hunter's Mark
Enabling Sniper Training now removes all Alert Hunter stacks applied by this skill. Disabling Sniper Training now removes all Alert Hunter stacks gained from the talent. Arrow of Confusion
Fixed a bug that prevented the skill's target from being properly counted toward target limits. Monster target limit added: 5 / 6 / 8 / 10. Forester's Trap
Damage scaling changed to 90 / 100 / 115 / 130% and 75 / 85 / 95 / 110% (PvP) of Physical Power (was 75 / 85 / 95 / 110%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Poisonous Saber
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Pathfinder's Arrow
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
Double Profit (Self-Propelled Artillery branch)
Removed the separate damage modifier against monsters. Now, increases the damage of Sapping Shot by 70% and 40% (PvP) of the character's Skill Cooldown. While the talent is active, Sapping Shot no longer reduces Physical or Magic Power. Self-Cleansing (Ancestor Spirit branch)
Mechanics reworked: Now, losing 20% of maximum health grants a chance equal to the character's Dodge chance to remove 1 random non-control harmful effect. Below 50% health, control effects are removed first. This effect can only occur once per 5 sec. Cobra Bite
Monster target limit changed to 6 (was 14). Snake Dance (Assassin's Guild of Almahad)
Accuracy reduction effect for enemy attacks changed to 2.5% (was 2%). Maximum accuracy reduction effect for enemy attacks changed to 7.5% (was 6%). Stunning Shot + (Ancestor Spirit branch)
Talent bonus updated: Now, increases the range of the skill by 1 yard.
Chieftain
Pack Support
Mechanics updated: Now, the duration of the immunity increases by 0.1 / 0.2 / 0.3 / 0.4 sec (up to 0.5 / 1 / 1.5 / 2 sec) when taking damage from auto-attacks or instant damage skills. Clan Support
Mechanics added: Now, the Bear Clan and Boar Clan effects are applied when the character loses 35 / 25 / 20 / 15% health while under Rugged Hide. Thrashing
Monster target limit added: 5 / 5 / 6 / 8 / 10. Eagle Eye
Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14). Plague Curse
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Swooping Army
Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Bear Endurance
Cooldown time increased to 16 sec (was 13 sec). Healing scaling changed to 80 / 85 / 95 / 105 / 115% of Magic Power (was 105 / 115 / 125 / 135 / 150%). Healing scaling changed to 7 / 8 / 10 / 12 / 15% of missing health (was 3 / 4 / 5 / 6 / 8%).
Survivor (Assassin's Guild of Almahad)
Mechanics reworked: Now, grants a 15% chance to reduce damage taken by 10% and heal the character for 6% of maximum health, but this can only occur once per 4 sec. The chance increases by 1% for every 5% of missing health. Bloody Rain (Eagle Nature branch)
Maximum number of applied effects changed to 5 and 3 (PvP) (was 3). Forsaken
Death Knight
Dark Shield
The granted effect is now undispellable. Mechanics reworked: Now, reduces the Penetration of incoming attacks by 0.6 / 0.7 / 0.8 / 1 / 1.2% for every 500 Physical Defense. Secret Reserves
Mechanics reworked: Now, heals the character for 6 / 7 / 8 / 10% of Health Steal every 3 sec. If the character's health drops to 30% of the maximum, the healing effect is increased by 200 / 250 / 300 / 400% for 8 sec, repeating every 1 sec. This effect can only occur once per 70 sec and then enters cooldown, which scales with the character's Skill Cooldown. While the skill is on cooldown, damage taken from monsters is reduced by 5 / 10 / 15 / 20%. Saturation
Now affects the character and all party members in the same location. Party members receive 10 / 9 / 8 / 6% less effect for each additional member. Aura of Hatred
Now affects the character and all party members in the same location. Party members receive 10 / 9 / 8 / 6% less effect for each additional member Silence Blow
Monster target limit added: 5 / 6 / 8 / 10. Thorn of Death
Damage scaling changed to 30 / 55 / 80 / 110 / 140 plus 135 / 145 / 160 / 185 / 200% and 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 120 / 125 / 130 / 135 / 145%). Exhalation of Darkness
Damage scaling changed to 50 / 80 / 110 / 140 / 180 plus 150 / 165 / 180 / 200 / 225% and 30 / 55 / 80 / 105 / 130 plus 110 / 120 / 130 / 145 / 160% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 110 / 120 / 130 / 145 / 160%). Steel Hurricane
Damage scaling changed to 145 / 155 / 170 / 190% and 105 / 110 / 120 / 135% (PvP) of Physical Power (was 105 / 110 / 120 / 135%). Damage scaling changed to 170 / 190 / 215 / 245% and 130 / 140 / 155 / 175% (PvP) of Magic Power (was 130 / 140 / 155 / 175%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Sharp Shadow
Damage scaling changed to 75 / 85 / 100 / 120% and 50 / 55 / 65 / 80% (PvP) of Physical Power (was 50 / 55 / 65 / 80%). Damage scaling changed to 175 / 195 / 220 / 250% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 135 / 145 / 160 / 180%). Knight's Curse
Damage scaling changed to 140 / 160 / 190 / 220% and 100 / 115 / 135 / 160% (PvP) of Physical Power (was 100 / 115 / 135 / 160%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).
Bounty of Death
Now interacts with Threads of Darkness. Mechanics reworked: Threads of Darkness no longer draws the enemy to the character. Instead, the character now moves to the target and applies Stun to them and all enemies within 1 yard for 3 sec. While stunned, targets cannot move, attack, or use skills. Affects up to 4 player targets and 6 monster targets. Healing Ichor (Adventurer's/Mage's Guild of Almahad)
Activation chance now increases by 1.5% for every 4% of the character's Health Steal (previously scaled with missing health). Blood Scent (Vampiric Nature branch)
Talent bonus reworked: Now, increases Skill Power by 1.5% (previously increased Critical Hit chance). Stacking this effect increases its power by 1.5% (up to 15%) and refreshes its duration. Health Steal healing required to activate the effect changed to 12% of maximum health (was 3%). At full health, Health Steal builds the effect twice as fast. Dead Man's Howl
Effect duration increased to 12 sec (was 8 sec). Dark Retaliation (Assassin's Guild of Almahad)
Stun duration increased to 1.5 sec (was 0.5 sec). Number of hits required to apply Stun to the enemy increased to 6 (was 4). Dark Shield +
Now, increases the penalty to enemy Penetration by an additional 0.06%. Dark Shield + (Adventurer's Guild of Almahad)
Now, increases the penalty to enemy Penetration by an additional 0.03 / 0.06%. Dark Shield + (Assassin's Guild of Almahad)
Now, increases the penalty to enemy Penetration by an additional 0.03 / 0.06%. Secret Reserves + (Vampiric Nature branch)
Healing power bonus changed to 0.3 / 0.4 / 0.5% (was 1 / 1.5 / 2.5%).
Warlock
Weakness Zone
Fixed a bug that prevented the Weakness Zone from affecting enemies when they re-entered the area. Monster target limit added: 5 / 6 / 8 / 10. Pool of Darkness
Cooldown time increased to 14 sec (was 12 sec). PvP targets are no longer interrupted by damage from the zone. Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14). Spirit Steal
Now additionally applies Spirit Steal to the character for 18 / 20 / 24 / 28 sec, increasing maximum energy by 100% of the drained energy (up to 20 / 25 / 35 / 45, plus 0.6 / 0.7 / 0.8 / 1 for each character level). Energy drained by damage over time reduced to 1 / 1.25 / 1.5 / 1.75% (was 1 / 1.25 / 1.5 / 2%). Dark Circle
Monster target limit added: 5 / 5 / 6 / 8 / 10. Hex
Damage scaling changed to 70 / 75 / 85 / 100% and 60 / 65 / 70 / 80% (PvP) of Magic Power (was 60 / 65 / 70 / 80%). Fear
Effect duration changed to 2 / 2.5 / 3.5 / 4 / 5 sec (2.4 / 2.8 / 3.4 / 4 / 4.8 sec). Grimoire
Cooldown time reduced to 20 sec (was 25 sec). Effect duration reduced to 10 / 12 / 14 / 16 sec (was 14 / 16 / 18 / 20 sec).
Singularity
Healing calculation updated: Now, all energy spent contributes to healing. Maximum energy required for bonus scaling changed to 20 and 1% (was 200 and 10%). Energy Decay
The effect can no longer be dodged or blocked. Underworld Flame (Two-Faced Taint branch)
Removed the penalty applied to Weakness Zone strength. Damage scaling changed to 60% of Magic Power (was 40%). Monster target limit changed to 10 (was 14). Dark Circle + (Inevitable Darkness branch)
Talent bonus reduced to 0.4 sec (was 0.5 sec). Dark Circle + (Two-Faced Taint branch)
Talent bonus reduced to 0.4 sec (was 0.5 sec). Fear +
Effect duration bonus reduced to 0.2 / 0.4 / 0.6 sec (was 0.3 / 0.6 / 1 sec).
Necromancer
Deathly Eye
Now additionally reduces the target's healing from skills, Health Steal, and health regeneration by 15 / 20 / 25 / 30 / 35%. Now, monsters summoned by Dead Soldier and Undead Army will prioritize the marked target. Nightmares
Skill range changed to 5 yards (was 4 yards). Now, the target's energy regeneration is also disabled while under the effect. Now, when the effect ends, the target takes 100% of the absorbed damage. NEW Skill: Mental Barrier (replaces Mental Pit)
Type: Active
Energy Cost: 18 / 20 / 22 / 24
Cooldown: 24 sec
Applies Mental Barrier to the character or ally for 5 / 5 / 6 / 7 sec, reducing damage taken by 20 / 25 / 30 / 40%. Taking damage from an auto-attack or instant damage skill inflicts Mental Pit on the attacker for 10 sec once per 2 sec, reducing their Physical and Magic Power by 0.9 / 1.2 / 1.5 / 2% (up to 9 / 12 / 15 / 20%) and the Skill Cooldown rate by 1.5 / 2 / 2.5 / 3% (up to 15 / 20 / 25 / 30%) every 1 sec. Poisonous Shield
Cooldown time increased to 22 sec (was 18 sec). Damage scaling changed to 30 / 36 / 42 / 50% and 25 / 30 / 35 / 40% (PvP) of Magic Power (was 25 / 30 / 35 / 40%). The damage can now be dodged or blocked. Healing mechanics reworked: Now, additionally heals the target for 8 / 10 / 12 / 15% of the character's Magic Power every 2 sec, increased by 2.5 / 3 / 3.5 / 4% (up to 15 / 18 / 21 / 24%) for each enemy hit. Healing from this skill can now be critical. Now, additionally removes a random harmful or control effect every 8 / 7 / 6 / 5 sec. Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Panic
Mechanics reworked: Now, applies to the target (previously applied around the character). Range: 5 yards. Now, applies Panic to the target and all enemies within 1 yard for 2.5 / 3 / 4 / 5 sec. Affected targets cannot move, attack, or use skills, and their Skill Cooldown rate is reduced by 20 / 25 / 30 / 40%. Monster target limit added: 5 / 6 / 8 / 10. Acid Rain
Damage scaling changed to 35 / 40 / 45 / 50% and 30 / 35 / 40 / 45% (PvP) of Magic Power (was 30 / 35 / 40 / 45%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Poison Spittle
Instant damage scaling changed to 35 / 65 / 95 / 125 / 155 plus 135 / 140 / 145 / 150 / 160% and 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 110 / 115 / 120 / 125 / 130%). Damage over time scaling changed to 12 / 22 / 31 / 42 / 55 plus 25 / 30 / 35 / 40 / 50% and 10 / 18 / 26 / 32 / 45 plus 20 / 25 / 30 / 35 / 40% (PvP) of Magic Power (was 10 / 18 / 26 / 32 / 45 plus 20 / 25 / 30 / 35 / 40%). Infection
Damage scaling changed to 160 / 175 / 190 / 210% and 135 / 145 / 160 / 180% (PvP) of Magic Power (was 135 / 145 / 160 / 180%). Dead Soldier
Cooldown time reduced to 30 sec (was 45 sec). Totem duration reduced to 6 / 9 / 9 / 12 sec (was 8 / 12 / 16 / 20 sec). Summon interval increased to every 3 sec (was every 4 sec). Summoned monster damage scaling changed to 40 / 45 / 50 / 60% and 30 / 35 / 40 / 59% (PvP) for the regular monster, 55 / 60 / 70 / 80% and 45 / 50 / 60 / 70% (PvP) for the enhanced monster (was 49 / 56 / 63 / 70% for the regular monster and 65 / 72 / 81 / 90% for the enhanced monster).
Undead Army
Summoned monster damage scaling changed to 60% and 50% (PvP) for the regular monster, 80% and 70% (PvP) for the enhanced monster (was 40% for the regular monster and 60% for the enhanced monster). Undying Wrath (Life After Death branch) (replaces Undead Obedience)
Deathly Eye additionally applies Undying Wrath to the target for 14 sec. Monsters summoned by Dead Soldier and Undead Army deal 20% increased damage and have a 15% chance to bypass the target's defense on hit. Cleansing Filth
Mechanics reworked: Now, Acid Rain heals all allies within the area of effect instead of damaging enemies. The healing effect is reduced by 40% and scales with the level of Acid Rain. Echoes of Horror
Cooldown time reduced to 25 sec (was 30 sec). Pleasure of Pain (Unbreathing Patronage branch)
Damage scaling changed to 40% and 30% (PvP) of Magic Power (was 30%). Mental Barrier + (replaces Mental Pit +)
Now, reduces damage taken by the target by an additional 3%. Panic +
Effect duration bonus reduced to 0.2 / 0.3 / 0.4 sec (was 0.3 / 0.6 / 1 sec).
Charmer
Goading
Fixed a bug that caused the reduction of the enemy's Health Steal to be calculated incorrectly. Summoner Skill
Damage dealt by monsters summoned by Call against enemies near the target changed to 55 / 60 / 70 / 80% (was 100%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Dark Prism
Damage scaling changed to 30 / 50 / 70 / 95 / 120 plus 120 / 125 / 130 / 140 / 150% and 20 / 40 / 60 / 80 / 100 plus 105 / 110 / 115 / 120 / 125% (PvP) of Physical Power (was 20 / 40 / 60 / 80 / 100 plus 105 / 110 / 115 / 120 / 125%). Damage scaling changed to 45 / 70 / 95 / 125 / 155 plus 140 / 145 / 150 / 160 / 170% and 30 / 55 / 80 / 105 / 130 plus 120 / 125 / 130 / 135 / 140% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 120 / 125 / 130 / 135 / 140%). Dead Man's Knowledge
Damage scaling changed to 70 / 85 / 105 / 130% and 50 / 65 / 85 / 110% (PvP) of Physical Power (was 50 / 65 / 85 / 110%). Damage scaling changed to 90 / 105 / 125 / 150% and 65 / 80 / 100 / 125% (PvP) of Magic Power (was 65 / 80 / 100 / 125%). Otherworldly Fire
Damage scaling changed to 65 / 75 / 90 / 110% and 60 / 65 / 75 / 90% (PvP) of Magic Power (was 60 / 65 / 75 / 90%). Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Oppression
Damage scaling changed to 50 / 80 / 110 / 140 / 180 plus 85 / 95 / 105 / 120 / 140% and 30 / 55 / 80 / 105 / 130 plus 65 / 70 / 75 / 85 / 100% (PvP) of Magic Power (was 30 / 55 / 80 / 105 / 130 plus 65 / 70 / 75 / 85 / 100%). Otherworldly Blessing
Cooldown time reduced to 25 sec (was 28 sec).
Unleash the Beast (Adventurer's/Mage's Guild of Almahad)
Now additionally increases the Attack Speed of the summoned monsters by 15%. Spawn of Gloom (Spawn of Gloom branch)
Now interacts with Call. Call now summons a Spawn of Gloom. Its health is increased by 60% and scaled with the level of Call. The monster deals 40% less magic damage, scaling with both the level of Call and the character's Magic Power. Plagued Minion
Monster target limit added: 6. Bonds of Life
Channelled damage to monsters increased to 15% (was 13%). Unwavering Devotion (Assassin's Guild of Almahad)
Damage penalty effect on affected targets increased to 4% (was 3%).
Reaper
Delayed Death
Absorbed damage dealt to the character changed to 100 / 95 / 90 / 80% (was 100%). Explosion of Chaos
Now deals damage immediately upon use. Damage scaling changed to 135 / 145 / 160 / 180% of Physical Power (was 130 / 135 / 145 / 160%). Demonic form effect updated: Now, the skill activates again after a 5 sec delay. Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14). Chains of the Underworld
Skill Cooldown reduction effect changed to 25 / 30 / 35 / 42 / 50% (was 15 / 20 / 25 / 30 / 35%). Monster target limit added: 4 / 5 / 6 / 7 / 8. Demonic Appearance
Cooldown time reduced to 14 sec (was 18 sec). Otherworldly Dash
Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14). Damage scaling changed to 35 / 40 / 45 / 50 / 55% and 25 / 30 / 35 / 40 / 45% (PvP) of Physical Power (was 25 / 30 / 35 / 40 / 45%). Hand of the Underworld
Damage scaling changed to 75 / 85 / 95 / 110% and 55 / 65 / 75 / 95% (PvP) of Physical Power (was 55 / 65 / 75 / 90%).
Devastating Flash
Mechanics reworked: Now, Explosion of Chaos also applies Stun to affected enemies for 1.5 sec, and for 3 sec when it activates again in demonic form. Its damage is increased by 40%, and by 20% in demonic form. Demon's Face (Adventurer's Guild of Almahad)
Now, critical auto-attacks can also restore 1 Hate. Hate restoration can now only occur once per 2 sec.
Developer's Note: This year, much of our work has been dedicated to reshaping the game's balance in preparation for the new PvP status system. We began with the classes that needed a smoother PvE experience, and now, with the ability to fine-tune skills – and eventually entire mechanics – separately for PvE and PvP, we expect class gameplay to gradually become more consistent and enjoyable across the board.
We also took a closer look at several classes we felt required more substantial attention. These heroes received overhauled skills, updated mechanics, or meaningful power boosts. Along the way, we revisited your feedback to correct long-standing issues and breathe new life into skills and talents that hadn't been seeing much use. Our goal remains unchanged: to make every class feel comfortable and fun to play.
As we move into the public test server phase, we'll be reviewing all updated skills and talents once more – this time together with you. Your active participation is invaluable, and we appreciate every bit of feedback you provide!
See you in the next part of the announcement!
The Warspear Online Team
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SeaDemon reacted to Veyshy in [2025.12.12] Warspear Online Update 13.2. Announcement. Part I
Instead of starting PvP changes and any rebalancing from the right place —that is, from supporting new players —you are once again doing everything backwards, completely ignoring the community. The biggest problems have been the same for years.
New players have no chance of entering PvP. The difference in gear and enchantments is so huge that beginners die before they can do anything.
No sensible level balancing mechanism. Matchmaking pairs newbies with people who are full +10.
Still no daily quest for collecting AP.
The last league rebalance a 1,5 year ago was a joke.
In other games, your league position shows your skill to some extent, but here?!
No meaningful balancing, no real competition, no fair system for someone who wants to get into PvP without spending tons of money.
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SeaDemon reacted to Jollier in [2025.12.12] Warspear Online Update 13.2. Announcement. Part I
You guys obliterated paladin there. That was unnecessary
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SeaDemon got a reaction from Filipe Ramon in As designers, could you please consider this: Why are almost all servers controlled by the elves? Why are almost all neutral resources under the control of the elves?
This is nothing more than a giant snowball that has been building up and will continue to build up until the game at some point can't hold on any longer.
Intentionally or not, developers have been feeding the "the stronger you are, the more benefits you receive" model. This has caused that at the slightest opportunity for one side to gain some advantage over the other, it simply began to grow uncontrollably.
To be honest, I was going to prepare a whole message explaining why this happens, but I feel it's better to just open a whole topic about this and explain it in more detail.
In short, elves becoming more attractive to players = more players contributing to the elven economy = stronger elves and now the cycle repeats.
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SeaDemon got a reaction from Filipe Ramon in Rework and Ideas for the Reaper
I'm glad there are still people striving for this class to improve, especially since we are undoubtedly looking at one of the worst classes in the game. It might be useful in the Arena, but this game isn't 100% Arena, is it? This class desperately needs help.
In most PvE content, it lacks the necessary strength to fulfill any role. This is particularly evident when classes like the Warlock, Hunter, and even the Rogue are capable of dealing the same or more damage at range, allowing them to clear enemies or waves without even risking taking damage.
The class lacks the area damage required to be an effective substitute in group combat, nor does it have the defense needed to take on multiple mobs simultaneously.
In recent years, we've seen how developers have focused the game almost entirely on 1-vs-Many fights.
So, why, in the middle of that process, do they introduce a class focused on a single objective? What exactly is it supposed to do? Deal 30k damage to one mob while 15 others are still alive? It's simply inefficient.
Snow is near. Sadly, I gave up and ended up switching to elf, but I still won't stop watching to ensure the class that won my heart gets the place it deserves in the game.
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SeaDemon got a reaction from Erenkyojin in Rework and Ideas for the Reaper
I'm glad there are still people striving for this class to improve, especially since we are undoubtedly looking at one of the worst classes in the game. It might be useful in the Arena, but this game isn't 100% Arena, is it? This class desperately needs help.
In most PvE content, it lacks the necessary strength to fulfill any role. This is particularly evident when classes like the Warlock, Hunter, and even the Rogue are capable of dealing the same or more damage at range, allowing them to clear enemies or waves without even risking taking damage.
The class lacks the area damage required to be an effective substitute in group combat, nor does it have the defense needed to take on multiple mobs simultaneously.
In recent years, we've seen how developers have focused the game almost entirely on 1-vs-Many fights.
So, why, in the middle of that process, do they introduce a class focused on a single objective? What exactly is it supposed to do? Deal 30k damage to one mob while 15 others are still alive? It's simply inefficient.
Snow is near. Sadly, I gave up and ended up switching to elf, but I still won't stop watching to ensure the class that won my heart gets the place it deserves in the game.
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SeaDemon got a reaction from Paineater in nerf reaper
The elves will never look back realizing the abundant amount of op classes they have, when a class comes in that opposes them they come to complain on the forum about the "balance"
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SeaDemon reacted to Mrtomato in why give pala high heal, high shield, high def,pro group control, hight dmg?
buff pls,mcs pro now
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SeaDemon reacted to Erenkyojin in Rework and Ideas for the Reaper
Dude, if you stop to think about it, what you typed makes sense, the class has no advantage in anything in the game since launch, and the game updates only proved this, I think the reaper has the worst specialization in the game, which would be partial metamorphosis, and it hasn't been changed to something viable yet today, I hope the developers pay attention to the class, because the number of players is very low.
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SeaDemon reacted to Chaos demon in Rework and Ideas for the Reaper
I believe that the reaper was created as an excuse to add the beastmaster
That's why he doesn't stand out at all, while the beastmaster does.
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SeaDemon reacted to Ironstand in Bad system! Bad game! I quit! (New player perspective)
Well well well...
I finally got to the forums, and oh boy, do I have some complaints!
Okay, if the bait title worked now I will continue to a constructive critique of some "systems" the game has to offer for a brand new player.
I have joined warspear around 3 weeks ago, created my favorite fantasy class, and jumped right in.
I've played a decent amount of mmorpgs in my life, so getting into WS was quite easy, a bit of unneeded annoyances (like bag space etc) but nothing too repeling, straight forward kill 8 of those, gather 5 of these, in return get xp and a few coins. Map1 (as it's called by everyone) is easy, learning basics and just seeing what the game has too offer, all good.
Now the 1st thing that almost made me straight away just quit the game, is the weapon reward I received in town 3 of map1 I recall? That box also contained these new items I haven't seen before "Enchanting spheres".
Wow! I tought for myself, not only a weapon, but a way to upgrade it!
(Now if you are a new player, shortage on gold is felt, you barely make enough for repairs at that point)
And what do we do? Of course we sell our old rusty club and shield(that's what I had) to a vendor, we equip this new shiny 2handed mace! Ready to do some real damage! And now we can enchant it!
Nice eh?
*Clink sound*
New shiny mace +1
Okay, wowee! That's cool! And I still have 2 more of these spheres left!
*Clink sound*
New shiny mace +2
WOW! That's realy cool! And I see these stars, I assume If I had 10 of these spheres, I could go all the way to +10 or something?
Okay last sphere and we good to go...
*Clink sound*
SNAP!!
With confusion in my eyes, trying to realize what happened, why was the sound different?
Oh no...
Oh no no no...
Brand new shiny mace... is no more.
That weapon you worked several hours so hard for killing bears spiders and whatnot... is just dust.
Your a lvl 6, standing there, no money... no old weapon cause you sold it already, and you didn't even try your new weapon...
And now, you don't know what to do...
(Yea, so at this point I was, na fk this, I'm not making a new character going those 2-3 hours throu same quests.
And why was there no info , no obvious info, that you can straight up just loose your weapon/armor from doing this?
As a new player, for me that was upsetting, cause game is kinda fun, but now I'm just stuck without an exit out of this "situation").
Because I was in a chatty mood, I started complaining about this in world chat, and was lucky, a person straight up teleported to me, and gave me some gold to buy a weapon and continue playing. (If mood was different I would of just exit+unninstall.
Also I met a person in the same zone a few quests later, i assume also a newbie, who had the same thing happen, and person just said "this is dumb" and logged off.)
So yea, a big red sign "DO NOT GO BEYOND +2 OR YOU WILL BREAK IT"
Or something like that. Also coming from other games, this is not a "common" thing that gear break when enchanted. So that is NOT obvious.
Fast forward.
I'm lvl 15.
With salty wind in the air, smell of fish, and new adventures, I arrive in this new port...
Isrelnort - the ashen coast.
Right away I see way more players then on map1
New vendors show me their vares, that I am instantly eager to buy once I earn the money.
And several quests!
Now the difficulty change is there, but it was a fun challenge, mobs I needed for quests are few lvls higher, died few times, but had fun!
(Now also a thing new players are not aware of are the xp buffs, from pots, guilds , events and so on.
While I barely hit lvl 15 and was on map2, players arriving there, that have knowledge of the game, were already 16-18, so yeah questing was way harder for me)
Fast forward, it took me around 3-4 days to get from lvl1 to lvl 17 and get to last town on map2
By this time, I've already heard how cool it will be when I get to this "Ayvo, new map, new content"
For a long time in games, I didn't feel this urge, intrigue , eagerness to get to new content. So definatly a big plus for that feeling.
And here, is where my true problem begins.
And if devs (gms) read thus, please do consider the perspective of a brand new player that WANTS to get into the game!
Someone who already is hooked up.
So, world chat community, most of wich are old players, they do tell you "do yellow quests and you will get ayvo quests" but it's pretty dull and I bet many of them don't even remember how where exactly. Like I only got obscure answers.
Now you get to the end of the yellow quest chain, and (as it seems, or maybe as you were told by soneone) but you still have like 4-5 yellow quests mostly of them are elite bosses, that a new player... just no way to solo, like 0%.
One of them beying Shadow of berengar(aka six shadows).
So that one, people know that you "don't need".
But you still have no quests in Ayvo.
You start to ask around, being lvl 17, some say
"Na just go ayvo, you should have quests"
others say
"Hmm I think too low lvl"
and some say
"Well, look around you should have lab quest"
(Ofc I have no idea what lab is, for a long time I tought lab is short for the observatory dg in Narr-Shadar)
So without knowing wtf to do, I kinda logged out that day.
Next day, I tried to find a grp for those elites I still had.
Out of 5 elite quests, I've done only 1, and that was pure luck, a lvl 24 was passing by, and he helped.
So, no groups for that content or alts just solo everything and they don't take "lowbies" into consideration (I don't blame them, if u can solo, you just go solo it's normal)
Did all blue quests from all towns before.
Experience from those is ... 10xp per quest, lol. I didn't even get half a lvl.
(Reminding I have no buffs at all)
About an hour I was looking for a grp for elites, but with 0 succes. Not a soul pmd me.
So, 2nd day, I log off, with a bitter taste, that I am stuck...
Day 3 , I did all the blue quests again, was STILL lvl17. (Ffs)
And I decide to Google this issue.
From 2011 to 2023 tens of posts about this, all say completely different things.
Seems I need to kill that one elite, to progress... to play the game...
Trying to find a grp, again with no result.
Day4, I'm still 17, I'm pissed I wanna play the game!!wtf?!
I start to actively state my inconvenience in world chat.
Many tell me to "gtfo , just unninstall nub", completely understandable...
At this point, I'm am just running in circles. Stuck, trying to find a grp, getting passed off even more. I log off.
Day5
More Google, more whining in world chat, finally a person lvls 32, comes over, helps me kill some elites, quests that lead to killing even bigger elites.
But now I've finally got a quest to go to this "swamp"...
Oh boy, as a new player, swamp is NOT A FUN PLACE! ITS HORIBLE, THE SLIME ONE SHOTS YOU, TOWERS ONE SHOT YOU wtf is even going on?!
Then I get told, I don't need to quest there, that's old content.
Okay, phew, that's a relief.
But what now?
I guess I'll figure it out tommorow.
Day 6.
Google again. Complain IN CAPS IN WORLD CHAT, everyone has a different answer.
People tell me I actually have to do swamp yellow quests.
3 hours I spend there, without any help.
Without knowing what I am doing.
3 hours, with all equipment broken.
I dont know how, but I manage to find the quest guy, and bam...
Finally!!! AYVO!?!
..........
New Enemyes.
Lab... stands for labyrinth, now I know.
Spending another hour trying to find a grp for lab... I log off.
7th day.
One week I have been the same level.
I cannot progress.
I don't get new quests.
I am frustrated.
I don't want to play this game. This is just not fun...
Oh, I see Finally someone is making a group for lab, I'll pm them right away!!
"Sorry man, 17 too low for old new lab, no tank"
Yep, last straw. Screw this game.
2 days I had no interest in losing in the game, then, said to myself "I'll give it 1 last chance"
I logged in, and started complaining in world chat...
How these things alienate new players from the game.
"Then quit, unninstall"
I get in response.
Then a kind person, 32lvl , says that they will take me throu lab.
2 deaths and 1.5 hours later.
Quest done!
Omg , now I get ayvo?!?!
.......
..........
No, I get a quest for berengar tower dungeoun...
2011 content, that no one absolutely does in a grp of 5 people, because there are no players that would need that content, and those who make alts just get carried.
I've spent 4 hours asking, begging (pathetic) for someone to help me.
A person wich earlier told me to "gtfo world chat". Now several hours later, agreed to take me there so I will just shut up.
I'm already frustrated af, I don't like the game, I don't care what ayvo has to offer...
So be do berengar tower easy.
NOW DO I GET TO GO AYVO?!
.....
.......
Na man... you need easy... normal AND HARD .... for some mysterious reason...
You need 3 difficulties of a dungeoun
That no one does on any difficulty...
BUT WAIT!!!
Remeber those few quests with elites?
Quests like "Sea monster"
Wich don't even give xp...
They only give reputation... (but I guess that reputation is for older content, right?)
..... rep for older content right man?...
Oh....
Oooh....
So to enter this God forgot dungeoun on normal difficulty I need 650 reputation, with a faction created in 2011?!
That no one cares about...?
Okay... this person helps me. We go into mc territory, we kill few these elites... NICE, I HAVE THE REP!
The person who carries me, says they need to go , so we must hurry...
We do normal...
My carry goes ofline.
But I still need hard mode of this crap dungeoun, gaaaaawd.
For another hour I beg in chat.
Another 32 agrees to help...
We go to the dungeoun entrance....
BAM
YOU NEED 1750 REPUTATION...
This carry says "na sorry dude, gwg soon don't have time"
Wow... great.
What a great mechanic, to gatekeep new players...
It's like big billboards saying "New players gtfo we don't like you, we don't want you. (c)
Signed: Devs with love"
10 days of being lvl 17, not beying able to play the game, forced to beg others to get carried cause no one does that content...
That's how I felt when I got to ayvo...
My point is, I really think game would have A LOT more new players if not for gatekeeping things like that.
There is no reason to force new players to "expirience" content from 2011.
And hearing how cool is t4 t5 in ayvo, cause that's new content, and everyone there is having fun etc...
I would like to make an analogy with a game I come from...
That is world of warcraft.
And for anyone who is familiar or played it...
Imagine, everyone is questing/raiding in wrath of the lich king, while new players are forced to complete MoltenCore raid (wich no one ever does anymore ofc) otherwise they cannot progress further in-game. How many new players would that retain?
So yea, that is the experience of a new player.
Imho that should be cut out.
Like no mandatory swamp/lab/berengar tower. Just end on six shadows , and next quest go ayvo...
There is no reason to force anyone throu that.
I am now lvl26 , ayvo t2.
And still think that "old content" should be optional not mandatory and frustrating for newbies.
(I mean I do lab everyday now, and it's fine, but I'm not forced to...)
I hope devs take any of these in consideration.
And I bet refreshing the leveling experience from 1-15 , with newer content (faster and modern) would attract more new players.
Anyways.
That's my exp so far :)
See ya all in the underwater zone really soon xD
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SeaDemon reacted to vavavi in DEAD GAME, HEAR ME OUT !!!!!!
I kind of disagree on it taking extremely long. With ayvondil changes and t4/t3 being super fast to open, you can get decent gears relatively fast. Especially if eventually you'll end up having, for example, 2 chars at that stage, and do pelion on both of them 1-2x a week.
While it's true that doing quests isn't going to get you to a high amp instantly, you can pretty comfortably get good enough gears to start doing different content. Especially since most of the gears nowadays are extremely cheap, as long as they're not the most meta choice.
Personally i think a big part of why it feels like it's impossible to reach high level content is that there is a really big jump in difficulty from ayvondil t4 to t5/almahad. But it's not impossible, it'll just take some time. You'll need to build a good base for a char: some talents, decent gears and hopefully near max level. That takes proportionally alot more time than anything before that, which is why closing that gap will probably seem like a brick wall for alot of people, especially if they're looking for completely linear progression.
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SeaDemon reacted to Skstorm in DEAD GAME, HEAR ME OUT !!!!!!
Free to play players also can improve themselves without money. Only it takes long time to achieve that. If you are free to play players, I advise you to pick a class that can bring you far without heavy amped equipment. For me that class is beastmaster for sentinels side. You can solo most thing from lab, town 3 and 4 of Ayvondil, once you get level 27 equipment and few expert skills with only low amped. However new players tend to don't know about this, and struggle by picking a class that need constant life steal stats, minion etc, ended up they die a lot doing daily quest, with low damage and heavy hit from monster. Beastmaster is damage, can heal and have tank. Healer is not recommended, you will just spend most your time healing than doing damage to monster. Pick it as your first class if you f2p, so you can easy farm gold and later on you can then create the class you really want to play.
Earning gold is sure hard for f2p players. This game is not f2p friendly. It took most of my time to get gold too, weeks and months to finally "play the game". I don't involve with arena and have arena equipments yet, pvp side also another struggle, for now I just focus on my pve. If I wanted to have fun in pvp, I will just play fast paced moba games and spend zero money. Had to create multiple class to just finding some gold to buy equip and expert skills. I spent my time crying too for someone to carry me to do daily lab, but once I reach level 27, it become a bit easier for me.
To your third point, it is true. Doing dungeons in this game is not so rewarding. It base on luck. So you can run 1 dungeon and get drop, or do thousands run and get nothing. Low chance of drops, not even fragments exist in this game, or there are dungeon points to be exchanged for equips, would be better for those who spam dungeon and don't get anything. For example, currently, players can exchange arena points and crimson corundom for equips, why not make the same for dungeons. That is why, I don't do much dungeon, I just buy equip from market, so my time playing this game are mostly me doing daily quest and grind gold and repeat rather than playing its content. Yeah it is meh and no fun. Wanted to become pve only player, but that side also meh considering dungeon the only way you get good equips and low drop chance and all. It’s becoming repetitive for me for sure and decide to drop the game at times. And don't mention about knowledge, haven't unlock any main talent, I hope I get it before spring. Just have to do it slow.
So yeah, gold that I get doing all that, I manage to create other class as well with decent equip only to feel the depth of that class. The endgame basically the same long run. So yeah, you can do anything, without spending a cent on this game. You only need time. Lots of it, but I can assure you it can be boring at times as you need months to be comfortable at playing.
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SeaDemon reacted to MysticWolf in DEAD GAME, HEAR ME OUT !!!!!!
-Why the devs don't care about the old maps anymore ?
-Only endgame and endgame.... only for people who are putting money in this game....
-There is no interest in making this game big as it was in the 2012 or early, playerbase is declining.... no promotion or anything for this game to grow.... if there are no new players there is nothing we can do in the first 2 maps...and the game will die eventually, but only ppl who spent huge money will still remain !!!!!
-They need to make new ways to farm for gold in this game... selling gear is not an option unless you are a very high skilled player allready.... if you are a new player i can't do sh#t...... only after putting some money in this dead game you can do something....
-Let's not talk about the drops in dungeons.... where is worse.... the amount of times you need to do them to get something is insane..... you spend more money in buying stamina... and gain more to nothing in dgs.... but this is a very hard way to make gold..... no mobs or boss drops gold la 5 to 10k or maybe i don't know that because..... I NEED HIGH LVL GEAR AND NEEDS TO BE AMPLYFIED TO -DO SOMETHING BUT OH WELL I HAVE NO GOLD, because there is nothing to do to get gold or ways to get my gear, craft takes too much time and resources......
SO FOR SHORT YOU CAN'T DO ANYTHING TO IMPROVE URSELF IN THIS GAME UNLESS YOU PAY !!!!!!!!!!!!!!!
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SeaDemon reacted to Higgings in amplification system
We speak of their main income item; I believe you'll hardly see any reworking in this sense.
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SeaDemon reacted to noro5825 in amplification system
This need a rework. I'm sorry but please add something that guarantees or increases % chance of amplification because i can't stand to spend 400€ on a weapon just to see it's still +9
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SeaDemon reacted to coldravens in Using more than 300 set sign to amp +10!
Should of stop for the 2nd weapon when you saw it didn't go up after bunch of sings, you got soft locked( thats what we call when item doesn't want to go up) but yea amp system need rework and also they need to show the % of success for different lvl of amps.
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SeaDemon reacted to WantFairGame in Using more than 300 set sign to amp +10!
Shouldn't be problem for a rich-in-ws guy. I do amp 2h weapons much more easier. There are proven tactics of how to amp, so meh
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SeaDemon reacted to Shadowmon in Using more than 300 set sign to amp +10!
Yooooo that's over $100 for a one handed weapon.
No no no, we know you wasn't happy with all that spending and grinding. 46k is still too much to expect. This video is proof of how this game is a full blown scam.
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SeaDemon reacted to Shadowmon in Using more than 300 set sign to amp +10!
Players still don't see the scam in this game.
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SeaDemon reacted to Overhoul in Using more than 300 set sign to amp +10!
proof amplifying need rework
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SeaDemon got a reaction from Mrtomato in As designers, could you please consider this: Why are almost all servers controlled by the elves? Why are almost all neutral resources under the control of the elves?
This is nothing more than a giant snowball that has been building up and will continue to build up until the game at some point can't hold on any longer.
Intentionally or not, developers have been feeding the "the stronger you are, the more benefits you receive" model. This has caused that at the slightest opportunity for one side to gain some advantage over the other, it simply began to grow uncontrollably.
To be honest, I was going to prepare a whole message explaining why this happens, but I feel it's better to just open a whole topic about this and explain it in more detail.
In short, elves becoming more attractive to players = more players contributing to the elven economy = stronger elves and now the cycle repeats.
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SeaDemon reacted to Saltymalek in MC's Pve players are being destroyed by these elf's from China
This should be a motivation to grind PvP set and fight back!
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SeaDemon got a reaction from Koya Wheel in Guys how about Approach of madness become passive?
I forgot that this already exists, it's a talent from the Assassin's Guild branch so it's already included, in a very poor way but it's already included
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SeaDemon reacted to Yoshi in Revenge Rework
It's no secret that Revenge is simply a completely useless skill. In addition to the low reflex, the target can Resist, Block, Dodge and Parry. Therefore, I come to give a suggestion:
Type: Passive
When taking instant damage, there is a 20/25/30/35% chance that the character will deal damage equal to 75/85/95/105% of the physical power to the attacker. The target hit receives the negative effect "Vengeance" for 3 seconds, the effect reduces by 15/20/25/30% the "Attack Speed". The effect can only be activated once every 2 seconds. In Demonic form, the chance of the effect being triggered increases by 2% (Up to 10%) for each attack received, resetting whenever the skill is triggered.
I think making it a passive skill would be the best option. Still a reflex skill, but much better.