Jump to content

SeaDemon

Members
  • Posts

    54
  • Joined

  • Last visited

Reputation Activity

  1. Like
    SeaDemon reacted to Drown in Charmer blessing rework   
    Charmer as a support needs to have some kind of buff, since every supportive skill it has works only for 1 person unlike every other support class. For example shaman has cd/mana regen buff , necromancer and priest have dmg buff and druid can give penetration for whole party.
     
    Sentinels have significantly more whole party buffs compared to Legion. In sentinel side there is paladin, which increased defence , priest that gives dmg, druid with penetration buff and templar which has a statue that decreases dmg taken for whole party in that statues range. Legion Only has necromancer with dmg buff and shaman with cd/ mana regen buff. 
     
    Nowadays support class main job in dungeons is to buff team mates, and dont need focus healing that much since in Pve situations most players have high lifesteal parameter, so charmer as a support class is often overlooked when making party for dungeons. 
     
    My suggestion is to rework Otherworldly blessing a bit so that when its used it would apply buff for whole pt instead of one target and the charmer himself. That would increase support charmers buffing capabilities enough to get invited in dungeon parties. 
     
    Also physical build dmg charmer has been nerfed so much that it cant be count as dmg class anymore, so maybe by making this little adjustment charmer could be useful in some way again. :) 
     
     
  2. Like
    SeaDemon reacted to Overhoul in Reaper is the most useless class in the game   
    Chieftain deals higher damage than transformed reaper. Rouge have higher dps than normal reaper. Barbarian is better at tanking damage than reaper. And reaper? What exactly is the point of reaper? Is it just to make a class same as Bladedancer?. First of all, the reason why Bladedancer is so strong is because it's tankiness combined with damage. Bladedancer have a shield with very low cooldown making it very tanky and don't forget the new talent that increase the shield by percentage of Bladedancer hp. Second, Rush + Sonic Boom never fails. Stun the enemy in the area and then deals AoE damage. These are what make Bd is so good. Reaper? Only have one aoe stun which is very unreliable because you need to transform first(impossible) to make the stun AoE. Also, idk which dumbass idea is it to make a class with limiter. Transformed reaper is decent at best(not OP) and normal reaper is very weak. Sure, maybe reaper have the highest skill damage in the game but don't forget you need to transform first to get it.  And transforming is very hard because you need to get close to the enemy to deals damage. Unless the enemy is shit at PvP, you can't get close at to the enemy at all because you will get permastunned. Unwavering will is also unreliable at removing control effects because you need to get debuff to remove the debuff which doesn't guarantee that it will remove control effects because it will remove any kind of debuff. So these are my few solution to buff reaper so that it can compete with BD.
     
    Hate (Passive):
    Givves access to the unique resource "Hate", which allows you to use the "Demonic Appearance" skill. Successful auto-attacks of the character accumulate certain amount of resource. When being out of combat for some time, the character begins to lose “Hate”. In demonic form, auto-attacks do not accumulate “Hate”. 
     
    Suggestion:
    Add new effect that gives 1 point of hate every time you lose 15% HP. Now, reaper don't need to worry getting perma stunned before transforming. 
     
    Demonic Appearance:
    Turns a character into a demon for the duration of the skill. Demonic form is available for use when a 12 pts of "Hate" is accumulated. While the skill is active, 1 pts of "Hate" is consumed every second. As soon as the "Hate" ends, the skill will automatically turn off. 
    In demonic form, the character's maximum health and energy increase by 5\10\15\20\24%. Bonuses to the "Attack speed" parameter cease to affect the character, but instead the "Skill recharge" parameter increases by 85\95\115\125\140% depending on the lost bonus. Skill of permanent action.
     
    Suggestion:
    Add new effects where demonic from reduce mana consumption by 10%\20%\30%\40%\55%. Also increase the skill recharge parameter from the lost bonus by 90%\110%\130%\150%\180%. This is so that reaper can spam skills better when in demonic form.
     
    Otherworldly Boost:
    Moves the character to the specified area and applies the "Fetters of the Dead" debuff to opponents for 4\4\5\5\6 sec. The effect slows the targets down by 8\14\20\26\35%.
     
    In demonic form, the skill also applies the "Bleeding" debuff to the affected targets for 8 sec. The opponent receives periodic physical damage in the amount of 20\25\30\35\40% from physical power of character every 2 seconds, and you can apply several effects to one opponent. 
     
    Suggestion:
    Remove bleeding effects when in demon form. Add new effects that gives shield with  1%\1.5%\2%\2.5%\3%\ of maximum hp for every enemies affected by the skill for 2/4/6/6/8 second . Max number of stack is 10. Increase skill cooldown to 18 secs. This is to make reaper more defensive so that it can sustain spamming skill.
     
    Chain of Underworld
    Chains the enemy to the spot and decreases the target's "Skill recharge" parameter by 15\20\25\30\35% for 3\3.5\4\4\5 sec.
     
    In demonic form, the effect of the skill is additionally applied to opponents within a radius of 2 yards from the main target. 
     
    Suggestion
    Increase cooldown reduction by 25%\30%\35%\40%\45%\. This buff is because personally I think the cooldown reduction is quite low.
     
    Explosion of Chaos (active)
    Deals the "Impending catastrophe" buff to the character for 2.5 sec. After the effect expires, the character deals increased physical damage in the amount of 85\100\115\130% from physical power to all enemies within a one-yard radius.
     
    In demonic form, damage is dealt instantly, and the penetration ability of the skill increases by 4\6\8\10%.
     
    Suggestion:
    Reduce skill damage to 60%\75%\90%\105% .Remove penetration effects when in demonic form. Instead, when in demonic form, increase the range of the skill damage by 1/2/3/3 yards. This is to make this skill main AoE damage spam.
     
     
    Black Mark (active)
     
    Deals the "Black Mark" debuff to the enemy for 16 sec. In case of death of the target, while the debuff is in effect, it deals the "Inspiration" buff to the character and the group members for 15\20\25\30 sec. The effect increases the "Accuracy" parameter by 12\15\18\22%, as well as physical and magical protection by 10\18\25\35%. The members of the character's group will receive half of this bonus.
     
    Suggestion:
    Add new effect where gives the target debuff where reduce physical and magic defense by 10%/15%/20%/25%. Add a mark above the target so that the teammates can spot the target. The duration is updated when character or teammates receives the buff again. 
  3. Thanks
    SeaDemon reacted to Ban-Amber in Изменения навыков   
    Жнец по идеи должен быть сильным дд персом, но не хватка масс урона очень чувствуется в инстах 
    Начнем с базового Скилла 
    Потусторонний рывок 

    По задумке хороший скилл, если ты форме Демона но в тот момент когда ты набил демона этот скил бывает не нужным, мобы бывают к тому времени убиты, по этому урон надо и без формы демона добавить и прибавить цифры так как его ни кто не будет качать с нынешним его уроном
    Приближения безумияНачнем с того что при прокачке навыка количество накаляемой ненависти от Скилла Потрошения не меняться это надо исправить чтобы давал (1/4 -1)  (2/4-2)  (3/4-3) (4/4-3) чтобы был смысл его качать, ибо на данный момент набить форму демона это просто не реально тем более учитывая что есть шансы блока ,уклона, парира это усложняется в разы
    Длань преисподней 
    Шанс стана уменьшить до 1 успешной атаки, так как на арене очень много уклона и нанести 2 успешных по рогу, рею, вару и стражу почти не реально 
    Увеличь дальность до двух ярд, дальности не хватает сильно из за рассинхронов ну и тупо враг не подпускает на 2-3 ярда 
    Непоколебимая воля 
    Самый бесполезный навык сопры в Варспе, просто нет слов даже описать это 
    полностью переработать навык
    Каждые 6 секунд дает 1 эффект непоколебимости максимально 2 эффекта и форме демона дает сразу 4
    даже так это будет уступать все навыкам сопры остальных персов 
    Но это хоть немного утешит сердца жнецов 
     
  4. Confused
    SeaDemon got a reaction from 100xp in "hate" is necessary?   
    is the passive/limiter of this class necessary? i don't see any class being limited in any way beyond the player's abilities, if it were that demonic appearance had no cooldown or didn't remove attack speed it might be necessary but that's not the case, it removes your attack speed and has a high cooldown so my question is, what is the significance of the hate, does it look pretty, is it cool, does it have any secret mechanics or does it do anything besides nerf the reaper? I don't think so...
     
    why not simply eliminate this mechanic and allow us reaper players to change our gameplay according to the circumstances? without having to worry about not being able to fill the hate and not being able to shine anywhere?
     
  5. Like
    SeaDemon reacted to 100xp in New skill " Knowledge theft"   
    I don't think the game matrix has a technological capacity to support this kind of mechanics 
  6. Like
    SeaDemon got a reaction from weasel in Suggested change/improvement in skills performance   
    I will get straight to the point, since in previous topics I have already complained about the current state of the class. I will be as quick and clear as possible in this topic so that it does not take long. 
     
    Basic skills:
     
     Hate (passive)
    Unique passive ability of the class a small change that could improve the class:
    For each accumulated hate charge, it grants an additional bit of precision For each accumulated charge, the defense and vampirism increases. Either of the 2 works to fill in the reaper's weaknesses.
     
     Otherworldly Boost (active)
    One of the basic skills and its mobility ability, in this case I recommend the following:
    Reduce ability cooldown time Remove the debuff that the skill applies on enemies and instead turn it into a skill that deals damage in the selected area (just like the mage skill). Remove the bleed applied when in demon mode and apply slow down instead.   
     Chains of the Underworld (active) 
    Control/immobilization skill following suggestions should be considered:
    Change the ability so that the aoe effect is applied without entering the demon state. In demon state the ability applies bleeding and reduced cooldown reduction for the duration of the ability.   
    Expert skills:
     
     Delayed Death (active)
    Only "defensive" ability of the class advisable to fully the following or some change in mind:
    Grant additional damage reduction (a friendly 20% may work) to damage per second effects, including the delayed death debuff.  Reduce the damage absorbed in exchange for increased skill duration time Note: the reduced damage to damage per second (dot) effects is so that the ability can truly be considered a defensive ability since it does nothing more than delay for a couple of seconds that in most cases you will not be able to do anything.
    In case you do not want to change this mechanism, it is recommended to greatly increase the time it takes for the dot to start doing damage.
     
     Unwavering Will (passive)
    Ability to resist negative effects small changes that may or may not be considered:
    Reduce the amount of negative effects received by 1 at all levels Grants additional effect when entering demon mode Make it an active skill That the ability can only resist control effects  As with the passive, it is not necessary to implement all or none of them, but any of those mentioned can work and help in massive fights and arenas.
     
     Explosion of Chaos (active)
    Ability to damage multiple targets changes highly recommended:
    Significantly reduce the cooldown of the skill Remove delay before activation when not in demon mode Remove penetration increases in demon mode, instead increase the range/limit of players affected by the ability (optional). Note: these changes are intended mainly for group and mass fights.
     
     Approach of Madness (active)
    Support skill that allows the user to load the hate more quickly small change recommended:
    During the duration of the effect, you cannot lose hate while out of combat. Reduction in the duration time of the positive effect of the skill (for balancing) Note: change designed to facilitate the accumulation of hate in places such as: mermen trials, arena and any place where no mobs are available. 
     
     Revenge (active)
    Ability to return damage received except dot damage, suggested change:
    Allowing to reflect damage without the need for the attacker to possess a negative effect Greatly increase reflected damage at all levels except the first one Reduction in skill duration time  Allow the effect to apply the "stun" state coming from the statistics coming from the stun crystals, weapons and accessories.  
     Black Mark (active)
    Group support skills, small changes recommended:
    The group receives the full positive effect instead of only half of it. Reduction in the marked enemy's defenses  Provide a more striking visual effect to let your group know that you have benefited from this effect and to let them know that there is an enemy marked.  
    Key Talents:
     
     Devastating Flash 
    Talent of the skill "chaos explosion" rework recommended:
    Remove stun effect. The ability activates 2 times after a few seconds (3-4 seconds) of being activated, inflicting 25% less damage of the previous explosion and applying the negative effect of silence for one second after each explosion. Note: this change is intended for mass fights, arena and guild fights.
     
    I apologize in advance if any translation is poorly done since my native language is not English.
    without further ado, have a nice day
  7. Speechless
    SeaDemon reacted to LeeLoo in [2022.08.30] Update Warspear Online 11.0: New Legends. Preview   
    Dear friends!
     
    The news about the upcoming journey to the unknown lands of the Chainless League, which appeared in the midst of the celebration of Warspear Online’s birthday, caused serious excitement among the folks inhabiting Arinar. Fearing that the successful conquest of the Almahad by one of the Alliances might upset the delicate balance in the War for the Spear, the forces of the Legion and the Sentinels called on the makers of peace. And again the gods responded to the pleas for help, breathing life into those who are destined to become the new legends of Arinar...
     
    Spawned by the breath of Nuadu and the light of the star, the elves over the many centuries of their existence have become the true keepers of knowledge about the forces of nature, the boundless power of the forest and the tireless energy of its inhabitants. It is this secret knowledge, beyond the control of other folks of Arinar, that will become a guide for the new hero of the Firstborn. And in the gloomy habitation of the Forsaken, a new warrior of the undead army is preparing for battle, full of hatred for all living things. In the heat of his anger, this legionnaire is able not only to crush opponents furiously, but also to change his own appearance…
     
    An ancient and deep enmity is the only thing that unites the Firstborn and the Forsaken. And it looks like this irreconcilable confrontation is about to flare up with renewed vigor!
     
    So, it's time to take a closer look at two new classes! A full set of skills and talents will be available for each of them, so that new heroes can immediately rush into the thick of battle! In addition, the number of slots for new characters has increased by another 2, so now you can have up to 12 heroes on one account!
     
    Sentinels
     
     Beastmaster
    The Beastmasters live in the wilderness of the elvish oaks, where they learn the language and habits of the wild forest moon monsters. The goal of the Beastmaster is to make a dangerous and powerful predator his friend and faithful defender. Over the years, Beastmasters themselves begin to resemble animals: they prefer simple hunting spears to a blade or bow. The main weapon of the Beastmasters is the sharp teeth of the tamed moon monster, who fights in the forefront, instilling fear in the enemy. Skillfully issuing commands, these beast tamers direct the fury of a loyal pet against the enemy - and it often happens that experienced Beastmasters come out of fierce battles without a single scratch.
     
    Faction: Firstborn
    Armor: Cloth, Light
    Weapon: spear (basic), two-handed maces, two-handed swords, two-handed axes, staff
    Role: group support, range/melee attacks, mixed damage, control and weakness of enemies
     

     
    Base skills
     
     Moon Touch (active)
    Cooldown: 11 sec.
    A magic attack that deals increased damage to the enemy and deals the "Moon Touch" debuff for 4\5\5\6\6 sec. The effect increases the damage received by the target from the Moon Monster by 5\7\10\13\15%.
     
     Beast Awakening (active)
    Cooldown: 30 sec.
    Summons the Moon Monster to the character for the duration of the skill. The monster's base health is equal to 90\100\110\120\130% of the character's base health. Physical and magical protection equals 90\100\110\120\130% of the character's physical and magical protection. The monster has a base physical strength that increases by 70\80\90\100\110% of the character's physical strength and by 35\45\55\65\75% of the character's magical strength. Every 8\8\7\6\5 auto attacks the monster deals damage to all targets within a  radius of 2 yards. The monster follows the character and attacks the same target as the character, up to 6 yards away from the character. When the skill is disabled, the monster disappears. Skill of permanent action.
     
    The monster's name and health number are displayed on a widget that will be placed under the character's widget. The widget is displayed if the monster is alive and disappears when it dies.
     
     Order to Attack (active)
    Cooldown: 10 sec.
    Forces the Moon Monster to attack the selected target for 10 sec. and deals the "Attacking beast" buff to it for 10 sec. The effect increases movement speed by 10\15\20\25\30% and physical strength by 5\10\15\20\25%. The effect disappears when the Moon makes a successful auto attack. During the effect, the monster can attack up to 12 yards away from the character.
     
     Healing (active)
    Cooldown: 14 sec.
    Instantly restores 5\8\10\12\15% of the maximum health to the Moon Monster and deals the "Healing" buff to it for 12 sec. The effect restores health in the amount of 15\22\30\40\50% of the character's magic power every 3 seconds. 
    If there is no Moon Monster, then the skill is applied to the character.
     
     Chain Lightning (active)
    Cooldown: 19 sec.
    An attack that deals predominant physical or magical damage in the amount of 55\65\75\85\95% of the character's physical power or 100\115\130\145\160% of the character's magical power and applies the "Stun" debuff to an enemy for 2\2.5\3\3.5\4.5 sec. In case of successfully dealing damage, the skill attacks the next target within a radius of 2 yards from the main one. With each subsequent target, the damage inflicted by the skill decreases by 10%.
     
    Expert Skills
     
     Animal Rampage (passive)
    Cooldown: 26 sec.
    Apply the “Rampage” buff on the Moon Monster for на 8\9\9\10 sec. The effect increases physical strength by 10\15\20\25% and the “Attack Speed” parameter by 10\15\20\30%. During the effect, restores the character's health in amount of 10\15\20\25% from the damage dealt by the monster.
     
     Soul Connection (passive)
    The damage taken by the character is reduced by 1.5\2\2.5\3.5% for every 10% of the Moon monster's health. Each time a Monster heals 10% of its maximum health, the character heals own health by 0.9\1.2\1.8\2.5% depending on the maximum health of the monster.
     
     Forest Symbol (active)
    Cooldown: 24 sec.
    Places the deadly vine in the specified area for 12 sec. Every 3 seconds, the vine deals the "Earth bonds" debuff to the enemy within a radius of 3 yards for 3\3.5\4.5\6 sec. The effect chains the opponent to the spot and reduces the "Attack speed" parameter by 10\15\20\25%.
     
     Double Concentration (active)
    Cooldown: 22 sec.
    Apply to the Moon Monster a "Double Concentration" buff for 12 sec. Each successful monster auto-attack applies the “Beast Sense” buff to the character for 12 sec. The effect increases the "Skill Cooldown" parameter by 4\6\8\10% and the amount of critical damage and healing by 2\3\4\6%. The maximum number of effects is 4.
    If there is no Moon Monster, then it imposes the "Single Concentration" buff on the character for 8 sec. The effect increases the "Skill Cooldown" parameter by 15\20\25\35%.
     
     Moonlight (active)
    Cooldown: 14 sec.
    Reduces the enemy's movement speed by 8\14\20\30% for 10 sec. and applies the “Moonlight” debuff to them for 8 sec. The effect deals magic damage equal to 20\25\30\40% of the character's magic power every 2 seconds. Auto-attacks of Moon Monster refresh the duration of the effect.
     
     Aura of the forest (active)
    Cooldown: 24 sec.
    Apply to the Moon Monster an attack "Forest Aura" buff for 10 sec. The effect deals periodic magic damage in the amount of 40\60\80\110% of the character's magic power to all enemies in a radius of 1 yard every 2 sec. When the Monster takes instant damage from skills and auto-attacks, the damage of the effect increases by 2\3\4\5%, but not more than 20%.
    If there is no Moon Monster, then it imposes an attacking "Forest Aura” buff on the character for 10 sec. The effect deals periodic magic damage in the amount of 40\60\80\110% of the character's magic power to all enemies in a radius of 1 yard every 2 sec.
     
     Blessing of the Moon (active)
    Cooldown: 24 sec.
    Applies the "Blessing of the Moon" buff to the character or an ally for 15\18\21\24 sec. The effect increases the "Critical hit" by 8\10\13\16% and "Penetration" by 5\6\7\8%.
     
     Return to the Roots (active)
    Cooldown: 26 sec.
    Orders the Moon Monster to return to the character and increases its movement speed by 25\35\45\55%. During the return, the monster is invulnerable. When returning, the monster removes 1\2\2\3 debuffs from the character, including control effects.
    If there is no Moon Monster, it removes 1\2\2\3 debuffs from the character, including control effects, and applies the "Tailwind" buff to the character for 6 sec. This buff increases the character's movement speed by 15\20\25\35%.
     
     Proximity to Nature (active)
    Cooldown: 32 sec.
    Applies the “Tree Cover” buff on the character for 3\4\5\6 sec. The character cannot be attacked, and he loses the ability to move, use skills, auto-attack and use items. During the duration of the effect, the character and all allies within a 3 yards periodically regenerate health in the amount of 30\35\40\45% of the character's magic power every 1 second, and receive the “Forest Protection buff”, which increases the physical and magical protection of targets by 10\15\20\25% for 8\10\12\14 sec.
     
    Lesser Class Talents
     
     Moon Touch
    Increases skill power from the character's magical strength by 5%.
     
     Chain Lightning
    Increases the effect duration of the skill for 0.3\0.6\1 sec.
     
     Proximity to Nature
    Increases skill power from character's magical strength by 2\4\6%.

     Forest Symbol
    Increases the duration of the negative effect from the skill for 1 second.
     
    Key Class Talents
     
     Resonance
    With a 50% chance deals the "Stun" debuff to additional targets of the "Chain Lightning" skill. The stun duration decreases by 15% with each new target.
     
     Reunion
    The "Return to the Roots" skill instantly moves the character to the Moon Monster. The monster gets an increase in movement speed from the skill and for the "Resistance" parameter by 100% for 6 sec.

     Full Moon
    When using the "Blessing of the Moon" skill on a character or ally, the skill's effect is also applied to the Moon Monster. The duration of the effect is reduced for 4 sec.

     Power of Nature
    Increases the damage dealt by the "Aura of the Forest" skill by 15%. When used, the skill gets the maximum damage bonus.
     
    Developers’ commentary: Classes that have monster summoning skills in their arsenal have long been an integral part of both Alliances. At the same time, the ability to summon monsters from the Druid or the Templar is an additional game direction, while the success in the battle of the Charmer almost entirely depends on the control of the summoned monsters. A new class - the Beastmaster will follow the trend of the Charmer, and this is not only about dealing damage, but also about survivability: if the monster dies in battle, then for a short time the character will become much more vulnerable. Hybrid damage and variations of melee and ranged combat will allow you to implement the class in different ways and choose the style of combat for everyone. And in addition to the skills of managing, strengthening and healing the beast, the character has in his arsenal both the skills of controlling and weakening enemies.
     
    Legion
     
     Reaper
    The Reapers are shunned by the Forsaken themselves, because these gloomy warriors made a deal with demonic forces, wanting to gain inhuman power on the battlefield. Clad in heavy plate, the Reapers march in the front ranks of the Steel Legions, reaping the bloody harvest with their sharpened enchanted blades. But they become truly terrible when they take on a demonic guise: spreading their leathery wings and raising the horns crowning their heads, the Reapers burst into the ranks of the enemy - and there is no such armor that would withstand their deadly, but transient attacks.
     
    Faction: Forsaken
    Armor: Light, Heavy
    Weapon: one-handed swords (basic), one-handed axes, daggers
    Role: damage-dealing, melee combat, physical damage, weakness of enemies
     

     
    Base skills
     
     Hate (passive)
    Gives access to the unique resource "Hate", which allows you to use the "Demonic Appearance" skill. Successful auto-attacks of the character accumulate certain amount of resourse. When being out of combat for some time, the character begins to lose “Hate”.
    In demonic form, auto-attacks do not accumulate “Hate”. 
     
    The dynamics of resource accumulation is displayed on the indicator to the right of the character's health and energy widget. This indicator is always displayed, and its color and state changes depending on the accumulation or consumption of the resource. Information about the resource is available both for the player himself in the “State” tab, as well as in the widget when hovering over the target.
     
      
     
    The indicator bar contains marks at 4, 8 and 12 units of the resource. When you accumulate 12 units of the “Hatred” resource, the indicator changes color from purple to red, and when the maximum value of 16 units is reached, the animation of the indicator bar is added. The transformation skill becomes available when you accumulate 12 units of the "Hate" resource.
     
     Demonic Appearance (active)
    Cooldown: 18 sec.
    Turns a character into a demon for the duration of the skill. Demonic form is available for use when a 12 pts of "Hate" is accumulated. While the skill is active, 1 pts of "Hate" is consumed every second. As soon as the "Hate" ends, the skill will automatically turn off. 
    In demonic form, the character's maximum health and energy increase by 5\10\15\20\24%. Bonuses to the "Attack speed" parameter cease to affect the character, but instead the "Skill recharge" parameter increases by 85\95\115\125\140% depending on the lost bonus. Skill of permanent action.
     
     Evisceration (active)
    Cooldown: 7 sec.
    A physical attack that deals increased damage to the enemy and accumulates 1\1\2\2\2 of hatred.
    In demonic form, the skill does not accumulate “Hate”.

     Otherworldly Boost (active)
    Cooldown: 14 sec.
    Moves the character to the specified area and applies the "Fetters of the Dead" debuff to opponents for 4\4\5\5\6 sec. The effect slows the targets down by 8\14\20\26\35%.
    In demonic form, the skill also applies the "Bleeding" debuff to the affected targets for 8 sec. The opponent receives periodic physical damage in the amount of 20\25\30\35\40% from physical power of character every 2 seconds, and you can apply several effects to one opponent.
     
     Indulgence of Chaos (active)
    Cooldown: 28 sec.
    Applies the "Gifts of Chaos" buff to a character for 12\14\16\18\20 sec. The effect increases the "Critical hit" by 5\8\11\13\15% and "Attack speed" by 7\9\11\13\15%.
     
     Chains of the Underworld (active)
    Cooldown: 18 sec.
    Chains the enemy to the spot and decreases the target's "Skill recharge" parameter by 15\20\25\30\35% for 3\3.5\4\4\5 sec.
    In demonic form, the effect of the skill is additionally applied to opponents within a radius of 2 yards from the main target.
     
    Expert skills

     Exaltation (active)
    Cooldown: 10 sec.
    Increases the physical strength of the character by 8\12\16\20% and the "Penetration" parameter by 6\8\8\10% for the duration of the skill.
    In demonic form, the skill also increases skill damage by 10\15\20\25%. Skill of permanent action.
     
     Delayed Death (active)
    Cooldown: 32 sec.
    Applies the "Delayed death" buff to a character for 10\11\12\14 sec. The effect absorbs 40\50\65\80% of the damage dealt to the character by auto-attacks and skills with instant damage and deals the "Impending death" debuff to the character. The effect deals absorbed damage to the character for 8 seconds, every 2 seconds.
     
     Annihilation (active)
    Cooldown: 18 sec.
    An attack that deals physical damage to the enemy in the amount of 120\145\170\200% from physical power of character. Each accumulated “Hate” unit increases the critical damage of the skill by 2\2.5\3\3.5%.
    In demonic form, the skill is guaranteed to deal critical damage, and the bonus to critical damage depends on the maximum amount of hate.
     
     Hand of the Underworld (active)
    Cooldown: 22 sec.
    A series of two attacks that deal physical damage to the enemy in the amount of 55\65\75\90% from physical power of character. Also deals the "Stun" debuff to the enemy for 2.5\3\4\5 sec., if both attacks have dealt damage.
    In demonic form, skill damage cannot be blocked, parried, or dodged. The duration of stun also increases for 0.5\1\1\1.5 sec.
     
     Unwavering Will (passive)
    Applies the "Unwavering" buff to the character for 12 sec. when they are dealt 6\5\4\3 debuffs. The "Unwavering" effect allows you to ignore the debuff received by the character, including the control effect. Ignoring any debuff removes one "Unwavering" buff.
    When switched to demonic form, 2 "Unwavering" buffs are applied to the character.
     
     Explosion of Chaos (active)
    Cooldown: 25 sec.
    Deals the "Impending catastrophe" buff to the character for 2.5 sec. After the effect expires, the character deals increased physical damage in the amount of 85\100\115\130% from physical power to all enemies within a one-yard radius.
    In demonic form, damage is dealt instantly, and the penetration ability of the skill increases by 4\6\8\10%.
     
     Approach of Madness (active)
    Cooldown: 45 sec.
    Instantly accumulates a 4\5\6\7 of hate and applies the "Blood frenzy" buff to the character for 10\12\14\16 sec. The effect increases the amount of hate that the character accumulates when attacking with the "Evisceration" skill, by 1.
    In demonic form, the skill is not available for use.
     
     Revenge (active)
    Cooldown: 30 sec.
    Deals the "Revenge" debuff to all opponents in the specified area and the "Vengeance" buff to the character for 6\8\10\12 sec. While the buff is in effect, 50\56\62\70% of the damage dealt to the character by auto-attacks and skills with instant damage is evenly applied to targets under the influence of the debuff.
     
     Black Mark (active)
    Cooldown: 28 sec.
    Deals the "Black Mark" debuff to the enemy for 16 sec. In case of death of the target, while the debuff is in effect, it deals the "Inspiration" buff to the character and the group members for 15\20\25\30 sec. The effect increases the "Accuracy" parameter by 12\15\18\22%, as well as physical and magical protection by 10\18\25\35%. The members of the character's group will receive half of this bonus.
     
    Lesser Class Talents
     
     Evisceration
    Increases skill power from the character's physical strength by 5%.

     Chains of the Underworld
    Increases the effect duration of the skill for 0.3\0.6\1 sec.

     Explosion of Chaos
    Increases skill power gain from character's physical damage by 2\4\6%.

     Approach of Madness
    Increases the amount of “Hate” generated when using a skill, by 1.
     
    Key Class Talents
     
     Essence of the Devil
    The "Demonic Appearance" skill will not expend hatred for 2 seconds after use.
     
     Devastating Flash
    Increases the damage of the "Explosion of Chaos" skill by 15%. In demonic form, the skill deals the "Stun" debuff to all affected opponents for 3 sec. After application, it automatically disables the "Demonic Appearance" skill.
     
     Rise above Death
    Increases the duration of the positive effect of the "Delayed Death" skill for 2 sec. Removes the negative effect of the "Delayed Death" skill from the character when switched to demonic form.
     
     Wide Scope
    The "Annihilation" skill also deals damage randomly to a target within a radius of 2 yards. Additional attack damage reduced by 35%.
     
    Developers’ commentary: If we talk about the purpose of each of the existing classes in battle, then you can see that until now the Legion did not have a class capable of fighting in the forefront and at the same time inflicting increased physical damage to the enemy. Of course, in this context, one could mention the Chief or the Barbarian, but their main specialization is still different. Under this description, the Sentinels perfectly fit the Blade Dancer, which has high protection, resistance to control and even mobility, capable of not only taking damage on itself, but also inflicting it in response. The Reaper will become a worthy competitor in this direction - the new resource and the unique mechanics of turning into a demon will greatly diversify the gameplay of the class, allow you to strengthen the character for a short time and effectively use it in all kinds of game situations. An important feature of the assembly of this class will be the new mechanics of parameter conversion, which will create opportunities for unusual and interesting solutions.
     
    Legendary achievements
     
    Of course, along with the appearance of new classes, 14 new legendary achievements for each of the heroes will be added to the game! In addition to the traditional achievements for getting 18 and 32 character levels, getting the maximum reputation value with various factions of Arinar, as well as 5000 victories at the Arena in the 5x5 mode and 15000 victories at the Arena in the 2x2, 3x3, Temple of Seals in the 3x3 modes, added achievements for the first Beastmaster or Reaper who won 5,000 victories at the Arena in the Crucible in the 3x3 mode, in the Crucible in the 4x4 mode and in the Temple of Seals in the 4x4 mode.
     
    In addition, the first representative of the new class on the server, who will fully learn 30 and 60 class talents, and also be the first to fully master all the talents in the “Ship Graveyard. Ayvondil” branch, will write his name in the history of Arinar.
     
    Information window about minion
     
    These faithful and reliable helpers have been fighting hand by hand with the warriors of Arinar in the most fierce battles for a long time. Of course, we are talking about minions who have repeatedly come to the aid of each of us in bloody battles. The developers are constantly working to make minion even more useful and interacting with them more convenient. With the release of update 11.0, the information window about minion will be significantly improved!
     


    The new version of the information window will contain a description of the type of minion, as well as a list of skills that he has. Extended information about a specific minion skill will open by double-clicking on this skill. Also, new skills have been added to some minions, and the mechanics of some old minions' skills have been adjusted.
     
    The 11th Season of activities "Triumph of Heroes"
     
    A new Season of activities will begin shortly after the release of the update! Complete daily and weekly missions, which are selected in accordance with the level of your character and get worthy rewards!
     
    And the Battle Pass with an additional branch of unique rewards will help make your adventures in Arinar unforgettable! As always, Battle Pass holders receive:
    additional slots with daily and weekly missions; an additional cell with a reward upon completion of all levels; access to the personal warehouse and the warehouse of the guild from the quick access menu; the possibility of a free hairstyle change at a personal hairdresser. Update of “Berengar's Tower” dungeon 
     
    Pleasant changes have not bypassed the dedicated dungeon “Berengar’s Tower”! First of all, the parameters of the dungeon on easy, normal, hard and heroic difficulty levels have been adjusted: the recommended level has been lowered, and the maximum time for passing each floor has been increased. The new dungeon parameters can be found below:
     
    Difficulty level
    Recommended level
    Reputation requirement with faction
    “Chainless League”
    Time to pass, min.
    Guild Points
    Knowledges
    Easy
    14
    0
    12
    50
    90
    Normal
    16
    1400
    14
    100
    105
    Hard
    18
    3550
    16
    150
    120
    Heroic
    20
    5000
    18
    200
    135
     
    The combat parameters and amount of health of most of the monsters on the first four floors of the tower have been significantly reduced, and the level of the monsters has been adjusted to the level of the dungeon. In addition, the health of mini-bosses of easy, normal, hard and heroic dungeons have reduced, and mini-bosses also received new skills!
     
    Improvement of the graphics of the initial islands
     
    With update 11.0, the graphical display of some locations on the faction islands will be significantly redesigned. Graphic changes will affect the underground locations of the initial islands, so walking in the dungeons will be much more enjoyable now!
     

     

     

     

     
    That's all for now, but more information about the upcoming update, other changes and pleasant surprises will be available on the day of the release. Let's slightly open the veil of secrecy and tell you that a new source of obtaining Knowledge will appear soon, so don't miss the release to find out the details!

    See you at the testing!
    AIGRIND
  8. Cool Story
    SeaDemon reacted to Fynn in Fix the Seeker talent, it's the most broken thing ever done (Intoxicating pain)   
    Agree, legion players are pissed off, as if is our fault. 
    I also asked for a defensive skill instead, not that glass canon skill
     
    Either way they would complain, if this skill had been given to the rogues, they would be complaining about the amount of hp and the reduction of healing, But of course, just bcuz is for "elves" is automatically broken 😂
  9. Thanks
    SeaDemon got a reaction from Dseta in a question about the future of the class   
    It's been a while since the reaper came out in the game and the complaints of the class have not stopped coming, from the uselessness in terms of massive battles to little damage for pvp / pve and other things, every day I read the topics created by other communities and so far I keep seeing the same thing, complaints.
     
    the class has proven to be a disappointment, on the server I play the vast majority of reapers who started abandoned the class and the few who decided to continue using it maintain that the class is useless, people who invested a very high amount of gold feeling disappointed due to having a class that did not bring anything new, the skills in pvp are bad, in pve there is only one type of construction to carry in terms of skills, besides that the skills are mostly very similar to other skills that other classes have making this a boring and repetitive class, unable to outdo his main competitor in mc, the chieftain, I can assure you that if there is a rogue in your group he will end up doing more damage in less time than you and for bosses already mc has the hunters who clean bosses with a lot of hp very easily
     
    If we compare it with the chieftain, this class is even worse because it completely exceeds what the reaper can do... mobility? chieftain is superior, initiation ability? chieftain does it without difficulty, resistance? the chieftain have better capacity, damage? chieftain can delete people in seconds and most important of all, THE CHIEF DOES NOT HAVE A LIMITER I decided to invest in a reaper because I saw potential but after leveling one I regret doing it, leveling a class is not cheap and the reaper in particular is seen to require massive doses of gold to reach a decent point something that ALL the others classes in mc do not require this class not only requires good armor, buffs and amp but also many books to achieve things that other classes can with only armor and amp
     
    So I want to ask whoever is in charge of balance in the game, will we have a balance in this horror? or do you plan to abandon the class until snow when no one wants to use it anymore?... it is disappointing how we were given a defective class while elf received a very complete class
     
    if they plan to leave the class until they know when. let us know in advance so I stop wasting my gold and continue playing with my boring class getting bored until I finally stop playing this game, this game became repetitive and finally when an air of joy had arrived here, they ended up giving us this and I do not plan to level any other class already mentioned since the time and gold invested in this class will not be returned to me by anyone so please I will leave my definitive question for anyone in charge ... we may or may not wait for a next balance that solves a little the problem that mc has with this class, considered the worst class of all
     
    I'll be waiting for an answer that can calm my intrigue and anxiety a bit
     
    I wish a good day to anyone who comes across this topic and I wish you luck on your day
  10. Thanks
    SeaDemon got a reaction from akansha in a question about the future of the class   
    It's been a while since the reaper came out in the game and the complaints of the class have not stopped coming, from the uselessness in terms of massive battles to little damage for pvp / pve and other things, every day I read the topics created by other communities and so far I keep seeing the same thing, complaints.
     
    the class has proven to be a disappointment, on the server I play the vast majority of reapers who started abandoned the class and the few who decided to continue using it maintain that the class is useless, people who invested a very high amount of gold feeling disappointed due to having a class that did not bring anything new, the skills in pvp are bad, in pve there is only one type of construction to carry in terms of skills, besides that the skills are mostly very similar to other skills that other classes have making this a boring and repetitive class, unable to outdo his main competitor in mc, the chieftain, I can assure you that if there is a rogue in your group he will end up doing more damage in less time than you and for bosses already mc has the hunters who clean bosses with a lot of hp very easily
     
    If we compare it with the chieftain, this class is even worse because it completely exceeds what the reaper can do... mobility? chieftain is superior, initiation ability? chieftain does it without difficulty, resistance? the chieftain have better capacity, damage? chieftain can delete people in seconds and most important of all, THE CHIEF DOES NOT HAVE A LIMITER I decided to invest in a reaper because I saw potential but after leveling one I regret doing it, leveling a class is not cheap and the reaper in particular is seen to require massive doses of gold to reach a decent point something that ALL the others classes in mc do not require this class not only requires good armor, buffs and amp but also many books to achieve things that other classes can with only armor and amp
     
    So I want to ask whoever is in charge of balance in the game, will we have a balance in this horror? or do you plan to abandon the class until snow when no one wants to use it anymore?... it is disappointing how we were given a defective class while elf received a very complete class
     
    if they plan to leave the class until they know when. let us know in advance so I stop wasting my gold and continue playing with my boring class getting bored until I finally stop playing this game, this game became repetitive and finally when an air of joy had arrived here, they ended up giving us this and I do not plan to level any other class already mentioned since the time and gold invested in this class will not be returned to me by anyone so please I will leave my definitive question for anyone in charge ... we may or may not wait for a next balance that solves a little the problem that mc has with this class, considered the worst class of all
     
    I'll be waiting for an answer that can calm my intrigue and anxiety a bit
     
    I wish a good day to anyone who comes across this topic and I wish you luck on your day
  11. Like
    SeaDemon reacted to SaltyCoffe in Talents Knowledge Discount   
    Good morning, I was wondering if it was possible to know the "period of time" when we will have the knowledge cost discount for talents as for new players or "coming-back" players could help a lot. I didn't know where to ask this as it is really not sure when they will actually do these discounts. 
    PS : I only know that there is a discount during anniversary and I was wondering if there were other dates of talent discounts.
  12. Like
    SeaDemon got a reaction from Eofortun in "hate" is necessary?   
    is the passive/limiter of this class necessary? i don't see any class being limited in any way beyond the player's abilities, if it were that demonic appearance had no cooldown or didn't remove attack speed it might be necessary but that's not the case, it removes your attack speed and has a high cooldown so my question is, what is the significance of the hate, does it look pretty, is it cool, does it have any secret mechanics or does it do anything besides nerf the reaper? I don't think so...
     
    why not simply eliminate this mechanic and allow us reaper players to change our gameplay according to the circumstances? without having to worry about not being able to fill the hate and not being able to shine anywhere?
     
  13. Thanks
    SeaDemon reacted to Gamander in Seeker skills rework   
    Whit a lot of respect WTF WHIT THIS? lol
  14. Speechless
    SeaDemon reacted to Fynn in Seeker skills rework   
    Inner rage:
    I suggest a full rework of this skill, it is really useless in all aspects, most of seekers use life steal so it never activates.
    It should be defensive For example:
     
    Thief Agility: (passive)
    When the life points reach a certain amount (30% / 40% / 50% / 60% the seeker will have the opportunity to evade 1 attack every 2 hits received.
     
    Concentration: (passive)
    Every 5/4/3/2 auto-attacks of the seeker can reduce the damage received by 3%, max 10 effects. 
     
    Dangerous blow:
     
    It is not so dangerous once you know it xd It has very little damage and its bleed effect is only the same as splitting blow ....
    I suggest it is long-range or a bit more "dangerous",
    examples:
     
    Combat adaptation (active)
    5 yards
    Varies depending on the weapon you carry:
    2h weapon: wind slash that deals physical damage 120% of seeker damage
    1h weapon(daggers): the seeker throws a dagger that deals physical damage and adds bleeding 30% / 35% / 40% / 45% of the seeker damage for 5 seconds
     
    What do you think... 
  15. Confused
    SeaDemon reacted to Raislin in Seeker new talent need rework   
    Shields still trash, usually breaks on 1 hit and maybe healers take 2.
    Nobody levels instinct because theres better things to put points in. So 100 damage in a 3x3 around target isnt all that good.
    Well its true that seeker has most dps.
    Rugged hide is still way better than talent. For one you dont need to spend 600k kl for it and you dont lose 70% hp for having it active.
     
    Going to 0hp and not dying is just a visual bug. Client not keeping up with the server information in most cases.
  16. Like
    SeaDemon reacted to Kyrai in Seeker new talent need rework   
    Seeker have shield
    Seeker have better aoe
    Seeker have better dmg DPS
    Is funny how new talent, works better than rugged hide
    In EU emerald 2 seekers in arena combats with 0hp and cant die
  17. Thanks
    SeaDemon reacted to Santa Claus in Seeker new talent need rework   
    So since seeker with talent starts with low hp and there are books that are being a activated when group is under 50% hp. Seekers are able to abuse those books and  always be able to have them active . Those books got better stats than normal ones bcs they have requirement to be activated and seeker will start with them from start
  18. Like
    SeaDemon reacted to Eofortun in Fix the Seeker talent, it's the most broken thing ever done (Intoxicating pain)   
    Many have been asking for the nerf in the Seeker class for a long time, for the unfair damage compared to other classes. Now Aingrid has decided to give the strongest class in the game a talent that makes it even stronger. 
     
    The seeker is now practically immortal, as before the class took 700-1k damage, now it takes 300 damage and then heals again, not counting its 55% damage reduction. The damage caused by the class that used to be around 1.2k, now exceeds 2k-2.5k easily thanks to the new talent that amazingly increases 40% of the character's strength.
     
    Would love to know what goes on in the minds of developers to do something irresponsible like it ?.
    Adjust the talent to something tangible and comparable to the other classes please.
     
    *Experience from Arena
  19. Speechless
    SeaDemon reacted to Fynn in Adjust paladin's amount of healing   
    Paladin high heal with high cd
    Priest/necros has pretty low cd on heal skills obviously,
     
    While paladin heal skill is in cooldown, you  can heal x3 times. 
     
    You are comparing a healer with a tank-support, Which is not very smart, the "support" part is not there for simple luxury. In any case, the "tank" part is the one that stands out the least.
     
     
  20. Like
    SeaDemon reacted to Eofortun in Adjust paladin's amount of healing   
    Heal classes as necromant have a insane dificult in heal more than 3k+, but a class that's are tank, healer, controeler as paladin easily heal 5k+ in various situations and this no doubt are wrong, just want the game be fair for everyone and is obivious to a long time Aingrid leave us in this situation of Elfspear.
  21. Like
    SeaDemon reacted to Drakoslayd in Drop Rate/Chance?   
    I would like stam to recover faster
  22. Like
    SeaDemon got a reaction from Overhoul in a question about the future of the class   
    It's been a while since the reaper came out in the game and the complaints of the class have not stopped coming, from the uselessness in terms of massive battles to little damage for pvp / pve and other things, every day I read the topics created by other communities and so far I keep seeing the same thing, complaints.
     
    the class has proven to be a disappointment, on the server I play the vast majority of reapers who started abandoned the class and the few who decided to continue using it maintain that the class is useless, people who invested a very high amount of gold feeling disappointed due to having a class that did not bring anything new, the skills in pvp are bad, in pve there is only one type of construction to carry in terms of skills, besides that the skills are mostly very similar to other skills that other classes have making this a boring and repetitive class, unable to outdo his main competitor in mc, the chieftain, I can assure you that if there is a rogue in your group he will end up doing more damage in less time than you and for bosses already mc has the hunters who clean bosses with a lot of hp very easily
     
    If we compare it with the chieftain, this class is even worse because it completely exceeds what the reaper can do... mobility? chieftain is superior, initiation ability? chieftain does it without difficulty, resistance? the chieftain have better capacity, damage? chieftain can delete people in seconds and most important of all, THE CHIEF DOES NOT HAVE A LIMITER I decided to invest in a reaper because I saw potential but after leveling one I regret doing it, leveling a class is not cheap and the reaper in particular is seen to require massive doses of gold to reach a decent point something that ALL the others classes in mc do not require this class not only requires good armor, buffs and amp but also many books to achieve things that other classes can with only armor and amp
     
    So I want to ask whoever is in charge of balance in the game, will we have a balance in this horror? or do you plan to abandon the class until snow when no one wants to use it anymore?... it is disappointing how we were given a defective class while elf received a very complete class
     
    if they plan to leave the class until they know when. let us know in advance so I stop wasting my gold and continue playing with my boring class getting bored until I finally stop playing this game, this game became repetitive and finally when an air of joy had arrived here, they ended up giving us this and I do not plan to level any other class already mentioned since the time and gold invested in this class will not be returned to me by anyone so please I will leave my definitive question for anyone in charge ... we may or may not wait for a next balance that solves a little the problem that mc has with this class, considered the worst class of all
     
    I'll be waiting for an answer that can calm my intrigue and anxiety a bit
     
    I wish a good day to anyone who comes across this topic and I wish you luck on your day
  23. Like
    SeaDemon got a reaction from 100xp in Suggested change/improvement in skills performance   
    I will get straight to the point, since in previous topics I have already complained about the current state of the class. I will be as quick and clear as possible in this topic so that it does not take long. 
     
    Basic skills:
     
     Hate (passive)
    Unique passive ability of the class a small change that could improve the class:
    For each accumulated hate charge, it grants an additional bit of precision For each accumulated charge, the defense and vampirism increases. Either of the 2 works to fill in the reaper's weaknesses.
     
     Otherworldly Boost (active)
    One of the basic skills and its mobility ability, in this case I recommend the following:
    Reduce ability cooldown time Remove the debuff that the skill applies on enemies and instead turn it into a skill that deals damage in the selected area (just like the mage skill). Remove the bleed applied when in demon mode and apply slow down instead.   
     Chains of the Underworld (active) 
    Control/immobilization skill following suggestions should be considered:
    Change the ability so that the aoe effect is applied without entering the demon state. In demon state the ability applies bleeding and reduced cooldown reduction for the duration of the ability.   
    Expert skills:
     
     Delayed Death (active)
    Only "defensive" ability of the class advisable to fully the following or some change in mind:
    Grant additional damage reduction (a friendly 20% may work) to damage per second effects, including the delayed death debuff.  Reduce the damage absorbed in exchange for increased skill duration time Note: the reduced damage to damage per second (dot) effects is so that the ability can truly be considered a defensive ability since it does nothing more than delay for a couple of seconds that in most cases you will not be able to do anything.
    In case you do not want to change this mechanism, it is recommended to greatly increase the time it takes for the dot to start doing damage.
     
     Unwavering Will (passive)
    Ability to resist negative effects small changes that may or may not be considered:
    Reduce the amount of negative effects received by 1 at all levels Grants additional effect when entering demon mode Make it an active skill That the ability can only resist control effects  As with the passive, it is not necessary to implement all or none of them, but any of those mentioned can work and help in massive fights and arenas.
     
     Explosion of Chaos (active)
    Ability to damage multiple targets changes highly recommended:
    Significantly reduce the cooldown of the skill Remove delay before activation when not in demon mode Remove penetration increases in demon mode, instead increase the range/limit of players affected by the ability (optional). Note: these changes are intended mainly for group and mass fights.
     
     Approach of Madness (active)
    Support skill that allows the user to load the hate more quickly small change recommended:
    During the duration of the effect, you cannot lose hate while out of combat. Reduction in the duration time of the positive effect of the skill (for balancing) Note: change designed to facilitate the accumulation of hate in places such as: mermen trials, arena and any place where no mobs are available. 
     
     Revenge (active)
    Ability to return damage received except dot damage, suggested change:
    Allowing to reflect damage without the need for the attacker to possess a negative effect Greatly increase reflected damage at all levels except the first one Reduction in skill duration time  Allow the effect to apply the "stun" state coming from the statistics coming from the stun crystals, weapons and accessories.  
     Black Mark (active)
    Group support skills, small changes recommended:
    The group receives the full positive effect instead of only half of it. Reduction in the marked enemy's defenses  Provide a more striking visual effect to let your group know that you have benefited from this effect and to let them know that there is an enemy marked.  
    Key Talents:
     
     Devastating Flash 
    Talent of the skill "chaos explosion" rework recommended:
    Remove stun effect. The ability activates 2 times after a few seconds (3-4 seconds) of being activated, inflicting 25% less damage of the previous explosion and applying the negative effect of silence for one second after each explosion. Note: this change is intended for mass fights, arena and guild fights.
     
    I apologize in advance if any translation is poorly done since my native language is not English.
    without further ado, have a nice day
  24. Like
    SeaDemon got a reaction from Cumbeast in suggestion change of skill "Unwavering Will"   
    the ability has left much to be desired considering that at the moment resist abilities reign that allow you to resist for a long period of time, this class was presented as an opponent of the bd but the class has proven to be inferior in some aspects and the truth this ability is one of those.
     
     Unwavering Will (passive)
    Applies the "Unwavering" buff to the character for 12 sec. when they are dealt 6\5\4\3 debuffs. The "Unwavering" effect allows you to ignore the debuff received by the character, including the control effect. Ignoring any debuff removes one "Unwavering" buff.
    When switched to demonic form, 2 "Unwavering" buffs are applied to the character.
     
    Instead of having to receive debuffs to activate a resist charge, I suggest that this ability accumulate resist charges, such as the barbarian's "stone skin" expert to leave something like this:
     
     Unwavering Will (passive)
    every 25\20\20\15 sec the character accumulates 1\2\3\3 charges of "unwavering" the ability allows the character to ignore the next debuff received including the control effect. when activating the skill "demonic appearance" the character receive a charge of "unwavering" effect. 
     
    I will insist that something be done with this ability since as an initiator the reaper is very restricted unlike the class he is supposed to deal with (bd)
  25. Thanks
    SeaDemon got a reaction from 5olve in a question about the future of the class   
    It's been a while since the reaper came out in the game and the complaints of the class have not stopped coming, from the uselessness in terms of massive battles to little damage for pvp / pve and other things, every day I read the topics created by other communities and so far I keep seeing the same thing, complaints.
     
    the class has proven to be a disappointment, on the server I play the vast majority of reapers who started abandoned the class and the few who decided to continue using it maintain that the class is useless, people who invested a very high amount of gold feeling disappointed due to having a class that did not bring anything new, the skills in pvp are bad, in pve there is only one type of construction to carry in terms of skills, besides that the skills are mostly very similar to other skills that other classes have making this a boring and repetitive class, unable to outdo his main competitor in mc, the chieftain, I can assure you that if there is a rogue in your group he will end up doing more damage in less time than you and for bosses already mc has the hunters who clean bosses with a lot of hp very easily
     
    If we compare it with the chieftain, this class is even worse because it completely exceeds what the reaper can do... mobility? chieftain is superior, initiation ability? chieftain does it without difficulty, resistance? the chieftain have better capacity, damage? chieftain can delete people in seconds and most important of all, THE CHIEF DOES NOT HAVE A LIMITER I decided to invest in a reaper because I saw potential but after leveling one I regret doing it, leveling a class is not cheap and the reaper in particular is seen to require massive doses of gold to reach a decent point something that ALL the others classes in mc do not require this class not only requires good armor, buffs and amp but also many books to achieve things that other classes can with only armor and amp
     
    So I want to ask whoever is in charge of balance in the game, will we have a balance in this horror? or do you plan to abandon the class until snow when no one wants to use it anymore?... it is disappointing how we were given a defective class while elf received a very complete class
     
    if they plan to leave the class until they know when. let us know in advance so I stop wasting my gold and continue playing with my boring class getting bored until I finally stop playing this game, this game became repetitive and finally when an air of joy had arrived here, they ended up giving us this and I do not plan to level any other class already mentioned since the time and gold invested in this class will not be returned to me by anyone so please I will leave my definitive question for anyone in charge ... we may or may not wait for a next balance that solves a little the problem that mc has with this class, considered the worst class of all
     
    I'll be waiting for an answer that can calm my intrigue and anxiety a bit
     
    I wish a good day to anyone who comes across this topic and I wish you luck on your day
×
×
  • Create New...