-
Posts
57 -
Joined
-
Last visited
Reputation Activity
-
SeaDemon reacted to emmmmmm in GO "BUFF" BD , SMART BALANCE
I have always wondered why you insist on playing MC camp.Is it because you like being abused?You could have had a better choice.Change a game or play ELF camp.
-
SeaDemon reacted to vavavi in GO "BUFF" BD , SMART BALANCE
I mean the barb who posted this is using a very low resilience setup. Heavy mermen, before stacks, is paper. On top of that he is using a 2 handed weapon, with probably a more offensive than a defensive build. He would get nuked when caught by any damage class the same. Number of books doesn't change these things.
-
SeaDemon reacted to Mewtwo in GO "BUFF" BD , SMART BALANCE
why do you always say the same things when we post here against the elf class? what is this forum for? I did a post recently about reviewing, those updates that always disfavors the MC class, and the vices answered me almost the same thing they gave to the player who posted this video, it's no wonder that the fame of the gms is that they are elves, the rod with 15 book op arena, and you give an answer that the guy's barbarian is poorly set up, so my account is wrongly set up full +10, that of other players is wrongly set up, for love bro, give a sensible and convincing answer, elves it has always been more worked on and is appealing whether in pvp or pve, interesting and elves all have a shield and stun in the area, and then there are other classes but still stolen, it creates a character that in addition to stun still casts the guy away, they gave an animal to the summoner that hits almost the same thing as the one that invokes, I of hunter full +10, receives 1435 damage from the summoned animal while the summoner only looked at the animal at me hits, the seeker gave a talent that the cbow +10 guy has to give 10 15 hits to kill the seeker while the seeker de. dagger and that's right dagger 2 .. 3 hit kills you, ahh please ae the guy post the video for you to see, the robbery that these updates that the developers make and favor only one side, it's not normal for the guy to give 3 k + in a barbaro, the guy with 15 book
-
SeaDemon reacted to Drakoslayd in GO "BUFF" BD , SMART BALANCE
BD needs a damage nerf. Otherwise in a good spot.
I don't know how but BD always either pretty squishy or ungodly tanky and hits harder than a semi
-
SeaDemon reacted to nabnecro in Some relics don't work until you switch off and on and save
I have relic of magic reaction on my necromancer's nightmare and sometimes it doesn't activate when it should.
It started happening after one of the recent updates.
To fix this, I always have to go to skill menu, turn off magic reaction relic (select another relic instead), save, select magic reaction relic, and save again.
-
SeaDemon reacted to Gladiator in Seeker's Stamina ... why?
I think (8hrs?) to regenerate a stam is a bit much, it'd make sense to reduce it a bit.
-
SeaDemon reacted to Kaleidoscope in Seeker's Stamina ... why?
Because once you are high level and do various stuff, you can pretty much afford stam pots.
It can't be removed since it is one of the incomes the game needs to remain online.
Everyone would be happier but you need to look at it from the dev's side of view.
-
SeaDemon reacted to SaltyCoffe in Talents Knowledge Discount
Yeah, I was wondering because I recently came back playing and as I said before in another post, I got "scammed" by the wrong typing in the new seek talent block skill ; this way I lost 42k on the "remaining acceleration talent", so I was farming knowledge like a mad man xD.
So yeah I was wondering if there was anyone who knew as I still need 70k more knowledge total to reach talent block 🥴
-
SeaDemon reacted to SaltyCoffe in Talents Knowledge Discount
Is it possible that some admins who know the answer just make a post in "Question and answers" section so people (especially new ones) know about this opportunity? It can really help everyone
-
SeaDemon reacted to Dono da verdade in Healing Totem: opinions and suggestions.
I researched, and played with shame. I know very well what I'm talking about -
SeaDemon reacted to Dr Strange in [2022.12.29] 2022 results in infographics
Friends!
We're gladly presenting the long-awaited infographic for 2022. To summarize, we have highlighted the most interesting and memorable moments.
Share your impressions and gather your strength, because next year will be full of surprises!
AIGRNID
-
SeaDemon reacted to SaltyCoffe in Seeker Stamina Time Left
I think that after all these years of warspear online 1 more thing that really needs to be added is the time left until you get 1 more stam; only thing is that you can check it when you have 0 stam and go check from dgs, but still there is no other way to check the timer
-
SeaDemon reacted to 100xp in How about a VIP system on ws?
I was here thinking how great a vip system in Warspear would be and so I thought I'd share my idea with you my beautiful friends!
It would be a monthly subscription system where subscribers could enjoy some benefits
Benefits
Dungeons 5 times for free per day
Resurrect your character 5 times for free per day
Use unlimited teleport
Amount of Items doubled in dungeons 10 times a day
enter dungeons without needing reputation
Activate white flag whenever you want, the "white flag" when active makes it impossible to interact with the enemy outside the arena and gvg events
And you would also gain exclusive access to the new "VIP deposit" system, a special deposit where you can deposit items with "personal" status and withdraw using other characters in the same he counts
-
SeaDemon reacted to Fynn in Change the skill , Reverse Flow
As elfs are more popular, they immediately become omnipotent to them, it is easier to ignore the fact that it is possible to counteract the skill, and directly ask for nerf.
-
SeaDemon reacted to Radagast in Change the skill , Reverse Flow
That's easily avoided by not walking into the vortex, and it's easily resisted with so little resistance parameter.
-
SeaDemon reacted to Reywolf in Change the skill , Reverse Flow
Since Templar class been arrived, arena matches turn waste of time for legion players,
-
SeaDemon reacted to XAQURA in Change the skill , Reverse Flow
It does no dmg why are you complaining when you can litterally walk around it or build your resist
-
SeaDemon reacted to Hossein in Change the skill , Reverse Flow
not just this most of elves skills unfair and better than mcs skill .
-
SeaDemon reacted to Berniente in Change the skill , Reverse Flow
Clarifying from the beginning I do not ask that they change it but that they reduce it since this skill has proven to be outside the limits of the skills that go against the players in guild battles or wars.
To begin with, as everyone knows, the abilities have a certain limit of maximum players for these, and as it goes, it is a maximum of a certain amount for a certain time that the ability or damage that it does lasts, starting from this the ability of the templar:
Reverse Flow
Creates a vortex zone in the specified area for a while. Each second, the zone knocks back all enemies within it a few yards from the edge of the zone and imposes the negative effect "Stun" on them for some time. Enemies cannot move and use skills, damage to them does not remove the effect.
Type: Active. Application by area.
Cast Range: 5 yards
Reload time: 16 sec.
Energy consumption: 18 | 19 | 20 | 23 | 25
Knockback Range (yards): 2 | 2 | 2 | 2 | 2
Stun duration (sec.): 1 | 1.2 | 1.4 | 1.6 | 1.8
Number of targets (PvP): 3 | 4 | 4 | 5 | 6
This ability, as many have experienced, its duration has nothing to do with the number of enemies affected, since while it is active per second it will push up to 6 players maximum from the action area, PER SECOND, that means that in its entire duration can push more than 30 players, and without counting relics, such as the increase in affected players or the duration of the ability (castle).
What I propose is very simple, add a limit of use depending on the ability, for example at maximum level once you have pushed 6 players it simply disappears (it can increase with the relic of objectives), or if you still want to leave the ability so broken simply reduce its duration time.
Finally, it is surprising that they have added 1 second more duration to his ability in his talent tree xd.
-
SeaDemon reacted to Chielo in Fluxo Reverso - Reformulação
Primeiramente ela está funcionando da forma em que foi feita para funcionar, mas os números de alvos atingidos estão altos demais.
Venho aqui falar de forma simples e detalhada sobre a habilidade Fluxo Reverso do templário que atualmente em batalhas massivas está sendo um grande problema, pois basta uma quantidade muito baixa de templários para fazer o caos em uma Guerra ou GxG com uma única habilidade.
Começaremos pela descrição da habilidade:
Relíquias que ajudam na duração do tempo e da eficiência dele;
Ela dura 7 segundos sem qualquer modificação como relíquias de Controle Unido de castelos, que aumenta de 25% a 40% dependendo da formação do grupo para fazer o efeito dela.
O fluxo upado no 5/5 já pega uma quantidade muito alta de 6 Jogadores a cada segundo oque resulta em: (6x7 = 42) alvos PvP sem contar com a Grã-Relíquia De Feitiços Múltiplos e a de Controle Unido que fazem aumentar a duração do fluxo no chão e o número de alvos. Com a Grã-Relíquia de Feitiços Múltiplos o valor de alvos base sobe para 9 (9x7 = 63) sem a influência da Controle Unido.
Sem contar que o fluxo ignora quem já está preso por correntes (Mago), grilhões (Paladino), raízes (Druida e Invocador) e busca sempre novos alvos que não estejam sobre nenhum efeito desses listados anteriormente, oque faz que ele seja muito mais eficaz mesmo tendo outros controladores ao arredor de si.
Segue abaixo alguns vídeos demonstrativo do que apenas um fluxo de 7 segundos e com a relíquia de feitiços múltiplos é capaz de fazer:
Primeiro Fluxo.mp4 Com apenas um fluxo, ele conseguiu empurrar todos presentes ali para outro lugar, exceto quem resistiu, empurraria mais, porém neste teste contamos com aproximadamente a presença de uns 31 players em média. Agora para ficar mais claro de ver a quantia de players veremos de outro ângulo:
Redondo.mp4 Novamente empurra todos da área do centro aonde o fluxo foi jogado, de 9 Alvos com relíquias passa para um número muito maior quando se trata de Alvos PvP oque é um número absurdo em grandes batalhas massivas como a Guerra e alguns GxG.
Agora veremos em uma tentativa de passar sobre o fluxo:
Tentando Passar.mp4 Com apenas Dois templários revezando fluxo entre si já serão capazes de bloquear totalmente um ponto de acesso como por exemplo a passagem da escada da T4 até a T3 Sentinela, que é apenas um único pixel para todos passar. =
A reformulação dele seria simples
Bastaria sempre que o limite de alvos indicados na descrição fosse atingido o fluxo empurraria somente 1 vez todos, porém a duração do efeito seria aumentada para 4s - 4.5s igual ao circulo sombrio do bruxo, só que ele empurraria apenas uma vez com o efeito do atordoamento aumentado para ficar o mais justo possível, por que não existe outra habilidade de qualquer classe que chegue a um número tão exorbitante de alvos PvP.
Obrigado, o intuito deste post é apenas para mostrar o quão forte está o fluxo no quesito de pegar players, e apenas buscar uma solução para o mesmo.
-
SeaDemon reacted to ashour in Rogue being unplayable after test server/ Suggestions for future fixes
Since majority of people noticed rogue is pretty much unplayable now, with the release of test server.
I suggest to either restore extermination skill as it was before or increase the buffs given to each independent weapon type. Or make Absolute reflex duration longer to actually benefit from its buffs for a longer duration to make up for the lost buffs from extermination.
Additionally, a defense increase skill, or some type of resist skill would work too to make it compete with other classes. Although i guess not needed if the first suggestion was to take place.
When it came to healing, rogue had to click 2 skills to be able to heal, poison and then trick, it was tedious to do this AND it could miss and not heal. and now that same heal is nerfed by 50%. Wrap your head around that.
The new sinister effect that decrease healing by 40% is good yet none remembered that alot of classes have cleanse and can just removed it on top of that it can be resisted lol.
Class talents are only beneficiary for pve aspects, absolutely nothing for pvp in rogue class talents. So including something is worth unlocking those for pvp would be good.
right now with either dagger build or axe build or a mixture. It will result in lack of either speed or cd or both. If attempting to add more speed accessories etc we will lose other important stats such as accu/ dodge. It's very discouraging seeing rogue go down hill each update.
I've spent money on this game but i don't see a point anymore to support a game that makes a favorite class of mine unplayable.
it is all up to the devs to actually listen to what everybody been saying about rogue class and fix these lacking points. @Holmes @Nolan @Dr Strange
-
SeaDemon reacted to Overhoul in QoL rework on amplifying system
My opinion on the current amplifying system.
So first off, getting +10 on a weapon was supposed to be rewarding, it was supposed to make you strong, set you apart from the rest of the players and make you feel like you achieved something great. it was designed to be hard from the beginning, and that's completely understandable and fair. But is that still the case? the system was designed many years ago, when the game was different. Is amplifying a weapon to +10 actually rewarding and great?
I don't think so. First of all, there is a shocking degree of unfairness depending on what weapon your character wields.
- 1handed weapons are easier to amp, compared to 2handed weapons.
i was a part of the unlucky bunch, and decided to main a Mage, as i really liked it. Now, Mage are casters. Casters use staffs, which are 2handed weapons. But staffs are a bit unusual, and seem to take more than other 2handed weapons to amplify. So i think staffs should be in a category of their own.
Now just a bit about my own character, to put things into perspective:
I started trying to amplify my mage lvl 30 staff from +9 to +10 approximately one year ago. And so far i have used around 180sets of signs. 180sets of dmg3 spheres. and millions in gold, since my staff requires 872gold in it's amplifying fee.
that's over 1.5million in gold just in amplifying fees.
180sets of signs is 41.220 miracle coins
180sets of dmg3 is like 14.220 miracle coins
Basically hundreds of dollars were used, just to get 1ampification level, which i still, to this day haven't achieved. And this is just 1 staff, not counting the ones i tried out of frustration because i thought my staff was "cursed". Which is also a common misconceptions among the players, since there is no other way to explain the irregular and impossible amp-rate.
Also now a "Sea Staff" is also required to actually be able to do the "ship graveyard" content optimally.
That is 3 staffs in all. a normal pve staff, arena staff and a sea staff. Now just think about this for a moment. 3 Staffs. Not 1.
After all the $ spent on trying to amp a SINGLE staff +10. Does anyone actually think it would feel rewarding to get this staff +10 anymore? while you now have 2 other staffs that also need to be amped? how many years are they going to take? The current amplifying system might have been fine and all, when 1-2 weapons were all you needed. But these days, with the increased number of weapons you need to amp and use, and with their level increasing all the time (amp rate increases with level and rarity) and with future updates introducing lvl 32 weapons, maybe, i just don't think it's all that useful, like it might've been in it's earlier days.
And for those that say a +10 staff or any other weapon +10 is not necessary: after having played for many years, and used hundreds, if not thousands of dollars in the game and supported it throughout all these years, how can you blame people for actually wanting to progress in the game? wanting to compete? wanting to be THE BEST at your thing?! reaching the top? feeling like you're not wasting your time and money???? sometimes it would be nice, if the money you spent actually made a difference in your game. we have reached a point where it's not even "pay to win" anymore. You pay and gain nothing. Is this a healthy thing? is this the way a game should make it's players feel? Throughout this 1year i tried amplifying my staff, i asked many different people how many sets of signs they used to increase their staffs from +9 to +10. Some said 40sets, others 10 and believe it or not, some 500+. meanwhile i saw 1h weapons being amplified to +10 like it was nothing. Maces +10 left and right, swords and daggers. And many admittedly said amplifying 2h weapons, and a staff at that, could be up to 5times as hard as amplifying a 1h weapon. Even with two 1h weapons it's still easier than one 2h weapon. But of course, i even know players with 1h weapons, that are stuck on +9 as well. But why are casters, the most disadvantaged class in the game, cursed with an impossible to amplify weapon? casters have low hp, low stats because the magic on the gear takes up slots that could otherwise have been used for useful stats, like on the light gear of rogues and hunters etc. and also the amount of magic a caster can reach is already much lower than that of a physical damager. This is especially true for warlocks, and even worse for mages, since they are supposed to be damagers. Very low damage compared to other damage classes, even with the +25% magic from the relaxation, warlocks can barely reach 1k magic, and that is only possible for most, if they are using the gear with 55 bonus magic, which is VERY low hp and accuracy gear. While hunters and rogues, physical damagers have 1.6k physical damage. We all know Hunters and rogues, and many other damagers on elf side as well, have huge advantages over the caster damagers. So why are casters cursed with the ultra low amplifying rates? it just makes no sense. and this is why i think i was "unlucky" because i now feel like i chose the wrong class, based solely on the fact that i can't amplify my staff +10. Is this how the game is supposed to make you feel? are you supposed to pick your class depending on what's easiest and saves you the most $? or are you supposed to pick what you like, and actually have fun in the game?
So that was basically a very long complaint in short, but i am sure many feel the exact same way, or can agree with parts i mentioned at least. And sadly my case isn't even one of the worst and doesn't even scratch the surface of this systems problems. I am not looking for sympathy with this post, or any refunds. But as mentioned, it's just to put things into perspective. There are people in the game that have used way more and gained nothing. The amount of players that are "unlucky" compared to those who are "lucky" is just too great. Why is this system of frustration still a thing? why is it okay to allow people to spend that much money without gaining anything? is it actually the players own fault? or is the game designed in a way that utilizes, and takes advantage of peoples will to compete and better themselves?
My suggestion.
Every 100 of failed amplifies, increase the amplifying success rate by (Original + (50%×Original value)). After 200 failed attempt, the calculation should be like (Original value +(50%×original value) +(50%×original value)) where the original value is constant. This is to cap the max amount of signs used to amplify equipment.
Just a few possible advantages of this new system:
- This might even make the free to play players, or the ones that gave up amplifying, actually buy coins.
- More people will start amplifying.
- People would actually amplify more weapons this way.
Inspired by: https://forum.warspear-online.com/index.php?/topic/277871-a-new-amplifying-system/
-
SeaDemon reacted to Bromancé in my honest opinion about warspear
Bladedancer still didn't get healing skill, we have hope.
-
SeaDemon reacted to Kezzay in my honest opinion about warspear
I know it's boring and repetitive always complaining about the game's classes getting.
But sometimes it is very obvious and easy to see that there are classes with mechanics and others completely without game mechanics and even so they do damage, it even loses the fun.
I'm the type of player who likes classes that make me think and use my head instead of just clicking a button and having control and area DMG, without making the least effort.
Skills need to be really THOUGHT about before using.
I hope the developers review these classes with LOTS of area control.
Many skills don't make sense.
I don't know if this is linked to the fact that the game has "good" and "evil" maybe that's why there's always a side that gains stolen abilities and the other not so much.
But beyond the story of the game there are PEOPLE who want to have fun and develop FAST.
Anyway...
Warspear has many things that are unfounded.
Warspear has a lot of things that don't make sense.
Example: BD is not magic and doesn't use magic, but still summons a shield.
(look he's not even support)
Seeker is not a hybrid, nor was this class supposed to gain shield.. it makes no sense.
Druid is support but has a lot of area control, I don't understand why.
Is it support or DMG??
It's a lot mixed up.
TANK playing the role of DMG
SUPPORT making TANK paper
etc.
Templar doesn't even need to think to use a combo like players who play wizard.
Mechanics on the sentry side are easy to understand and play, whatever would learn.
The game mechanics on the nonsensical side are weird and strange to understand.
The example we have was the cast of the summoner and the reaper.
We're tired of winning classes that don't make sense.
make it easy for some
difficult for others
But there are people behind the screens of this game.
How we want to have some fun after a hard day.
by: google translate
espero que não me entendam mal, por favor.
é só meu ponto de vista.
:)
-
SeaDemon got a reaction from Khrone in [2022.12.13] Update Warspear Online 11.2. Preview. Part I
Is this a joke? This is the worst mobility skill that has ever been created besides the fact that the reaper has other skills in which to invest the points for obligation before this one and yet you consider it is ok?
How many complaints about the reaper you must receive before you understand that the reaper is the worst class in the whole game if this is a joke is a very unpleasant, this balance did not change anything, the reaper will remain useless, thanks.