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Fynn

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Everything posted by Fynn

  1. What is the objective of continuing to take away the survival of the chief What's the point of having so much healing if you can't withstand a few strong blows. I would understand if rugged hide was as it was initially, but right now a wet noodle has better tanking , it could be even 200% of healing, it will not change at all.
  2. 1: interactions between skills This mechanic is good, this should help a bit to some classes of what they need, without adding more skills/talents. i want to suggest some ideas. Reflexes + dodging: using dodging skill triggers the reflexes dodge effect. (remove the interaction between dodging + stealth, useless btw) Dodging + kick in the back: Using kick in the back while dodging is active aditionally decrease damage by 15% . Stealth + elusive jump : Using elusive jump under stealth applies the silence effect. (remove the interaction between poison and elusive jump). Remove the interaction between trickiest technique + poison, and make the skill trickiest technique heals without conditions. 2: skills/talents fixing: - Extermination: aditionally increases penetration by x%. - Tirelessness : increase the effect to at least 10% plus add an indicator that show is working. - elimination : add at least a penetration percentage to this talent. Reason: this talent is good only against pve units, even if its has a guaranteed critical hit, critical effects doesnt work on units with resilence. 3: other changes: I suggest new visuals to the following skills: -Trickiest technique - poison (very slow casting) - kick in the back Thats all
  3. Holy... I tought it worked with magic damage , now i understand the discussion
  4. How many aoe healing skills/talents elves have?
  5. I mean, stealth is useful, but it's not the solution to all our problems. Reflexes is also a good skill, but, as assasin the health amount is not playing in our favor, also the incoming damage has no limit, it means u can be near obliterated before receive at least a single dodging effect, it rarely works more than 1 time in pvp.
  6. Короткий ответ: да Точно так же, как у ГСН есть снижение щита + урона, когда они не танки. Есть вопросы?.
  7. It makes you untargetable but not invincible, if you took an DoT before going stealth it will be cancelled, if there is an aoe damage/cc skill, it will cancels stealth Interestingly this also happens to rogues, despite having everything you mention here, It's more complicated than you think. Stealth isn't a big thing as you trying to make it seems
  8. I dont get how stealth is a good "anti cc" skill just bcz you cant be targeted... While in stealth, every aoe dmg/cc affects you, not mention those castle potions that Reveals invisible targets. Stealth doesn't work like that and im sure nobody with that skill would use it that way, and specifically to "avoid" cc.. indeed, in order to "avoid" control with stealth, the only way is just stop playing in middle of fight.. Enemies arent idiots, ofc someone is going to save a stun or any defensive skill when rogue in stealth dare to do their move. Stealth works greatly if you take some idiot offguard , but if there is an opponent Conscious that you're there , You can't afford to play with his mind, the skill existence becomes merely the dmg buff and nothing more.
  9. Well, this time i wanna suggest some fixes for reapers, and again, this is from my pov from the few time i've played reaper. Here i go. Otherworldly dash: Idea1: make the skill apply bleeding without demon form, and in demon form apply the slowing effect, buff the slowing effect to a decent percentage. Idea2: remove the slowing effect but add a shield that should last the same time as the slowing effect. (this bcz the current animation is showing a non existent shield) Chains of the underworld: Idea1: change the cd debuff, to a damage debuff instead. Idea2: make it work aoe without demon form, and in demon form increase the cd debuff to a decent percentage. Idea3: change the cd debuff to a silence debuff. Demon form: Idea1: remove hp and energy increase but now heals the character for the same percentage, remove the cd buff of the lost speed, but now decrease the incoming damage for the same amount of the healing. Idea2: leave the skill as it is now, but now instead of gaining cooldown of the lost attack speed stat, each skill used under demon form, the cooldown is halved. Delayed death : Idea1: leave the skill as it is now, but the impending death debuff is now applied for 9 seconds and the absorbed damage returns every 3 seconds. Idea2: reduce the absorb damage buff to 50%, but remove the impending death debuff. Idea3: leave the skill as it is now, but now the impending death debuff is applied after the skill ends. Unwavering will: Idea1: reduce the debuffs needed to apply the Unwavering will buff by 1 on each level of the skill. Idea2: remove the debuff condition to apply the Unwavering will, but it now works with the damage received by skills or autoattacks for the same amount of the debuffs needed. Idea3: leave the skill similar to the rogues "absolute reflexes" and the mages "ethereal barrier" but with the unwavering will effect. Revenge: Idea1: the skill now increases the "damage reflection" stat by the same amount of the current percentage of the skill . Idea2: the skill is not aoe anymore, now the revenge debuff is applied to a single enemy, the enemy receive damage each time performs an autoattack or apply a skill. Approaching Madness: Idea1: leave the skill as it is now, but also increase the parry stat. Idea2: the gain of hatred is now applied to every damage skill used. Explosion of chaos: Idea1: remove the delay of explosion but the skill now applies DoT. Idea2: leave the skill as it is now, but reduce the cooldown of the skill. Idea3: leave the skill as it is now, but now in the delay time of 2.5 sec, the damage received on that time increases the power of the skill. Idea4: leave the skill as it is now, but now in the delay time of 2.5 the player ignores the damage until the skill explodes. Black spot: Idea1: turn the skill into a self buff. the skill now increases the stat parry, for each parried attack the character gains hatred points. Idea2: the skill now applies a debuff on enemy, for each autoattack dealed to enemy the player gains hatred points, and each x damage skills applied stuns the enemy. Idea3: turn the skill into a self buff. The skill now increase parry stat, each parried attack stuns the enemy. Bonus talents Devils essence: Idea1: the demon form doesnt use hatred points by 4 seconds. Idea2: after using demon form, everything near the reaper receives fear for 2 sec. Devastating flash: Idea1: remove stun effect but the demon form isnt disabled. Idea2: leave the stun effect , remove the damage increase of the skill, but now additionally applies DoT. Wide scope: Idea1: the aditional reduced damage is now applied to everyone around the target (AoE) Defiance of death: Idea1: remove the impending death debuff, until the skill is applied again. Idea2: decrease the impending death debuff damage by half Partial Metamorphosis: Idea1: turn the skill into a permanent use with mana regen decrease. Idea2: leave the talent as it is now , but with each critical hit the player gains hatred points . Hate thirst: Idea1: while in demon form, the skill that acumulates hatred gains an aditional point. Demonic charm: Idea1: if the player is under Demonic exhaustion, decrease all incoming damage by 25%, but demon form cannot be used again. Idea2: if the player is under Demonic exhaustion, it increases vampirism by 15%. Thats all, again i repeat, those are from my pov of what reaper needs.
  10. I suggest a rework for this skill, at least on my pov the skill potential is wasted. More critical hit chance? Cat reflexes already gives you critical chance More penetration? With the recent bestial wrath rework now its possible to get penetration for both playstyles. Physical defense? This is the only "good" thing about this skill despite having a very specific way of working. Suggestions: N1: change critical hit chance to critical hit damage. Penetration to armor piercing. Keep the defense buff as it is now. N2: turn it from passive to active skill, increases physical and magical defense + critical hit damage, fix the amount of defense it gets at max level of the skill. N3: keep the skill passive but instead of increasing random stats, each 3 skill used increase the effectiveness of the next skill by 3%(+2% each level). This skill doesnt apply on: Cat reflexes Support of the pack Spiritual purification Thrashing
  11. Well, like every year I bring some ideas of reworks/fix etc All this with personal point of view, cuz i dont really know if other rogues will agree, or if they're okay with the current rogue. Here i go: Poisoned blades: Idea#1: keep the damage as it is now but now applies a damage debuff to enemy. Idea#2: make it keep working until the duration ends, and bring a sinergy with ricochet adjacent targets Idea#3: make it passive, each 3 skills used the next attack applies poison and decrease the damage to enemy by 4sec Ricochet: Idea#1: keep the damage as it is now but the decreased damage on adjacent targets is now 5% and not 10% each target. Idea#2: decrease the damage of the skill to 85% of the character damage but remove the 10% less damage on each adcajent target . Dodging: Idea#1: keep the cooldown on 30 sec but increase the duration to 15 sec Idea#2: keep the duration and the cooldown as it is now, but now each dodged attack increase the duration to +2 sec. Idea#3: keep the duration/cooldown as it is now , but now the skill also increase penetration. Elusive jump: Idea#1: the skill now work in a 3x3 area without a target needed. Idea#2: decrease the damage of the skill but now applies stun . Absolute reflexes: Idea#1: increase the health threshold, but also increase the dodging effect to 1 sec. Idea#2 : decrease the health threshold but also decrease the timer before applying the dodging effect by half. Trickiest technique : Idea#1: remove stun effect, but also remove the poison condition to heal the character. Idea#2: remove the stun effect but increase the healing effect to 25%. Idea#3 : the skill now deals bleeding and heals the character by 70% of the damage done by the skill. Kick in the back: Idea#1: the skill now works around the character in a 3x3 area, decreasing accuracy. Idea#2: keep the skill as it is now, but if the skill fails, the cooldown is halved. Sinister strike : Idea#1: decrease the damage of the skill but increase the effect that lowers healing from enemy. Idea#2: remove the damage of the skill and the decrease on healing effects,, but adds an effect that deals damage to enemy by 40% of their healing effects. I want to hear suggestions
  12. Thats why the Elusiveness talent is a good example , the chance of applyng the debuff is not gonna disappear if get resisted
  13. I think a better way to give rogues the survivality they need, is via debuffs rather than just adding more tankiness. As @Theweasel said, bring an additional damage debuff to poison, is an good idea tbh. Elusiveness talent is a good example , but instead of decreasing more the accuracy stat, maybe add something else, there are many debuff that can play as defense.. -decreasing speed -decreasing damage -decreasing penetration -decreasing movement speed -decreasing cooldown stat We can take examples from other classes -decreasing mana to zero -decreasing health if enemy moving The ideas are there, just a little more interest from developers
  14. I don't know if arenas should be taken seriously when comparing results, everything can happen there
  15. I doubt a tank with high self healing rate needs so much damage reduction. Another example is wardens, the only reason they relies only on a single damage reduction is bcz he can heal itself by blocking, plus aggression skill also heals them. Meanwhile barbarians healing rate is lower compared to other tanks, even to Deathknight (Secret Reserve + vampirism) Their self-sufficiency is very limited. I understand the discomfort of some here, but you have to take into account the skill set of each tank, they don't all work the same
  16. If you're talking bout the first dude "blockparry" Stone skin blocks 40% of damage for 8 sec at 4/4 every 16 seconds, this cd reduced 1.5 sec by blocking attacks. His build is insanely tanky but only that, he doesnt have dmg or anything else, its a wall, also was spamming pots to stay alive while applying war cry to reduce last wish cd, he obviously was previously prepared . For the second dude with lvl 20 gears, is basically what happens to average barbarians, he will be tankier while last wish is active, then dies in a blink. It will be difficult to meet the conditions of the first subject to maintain that endurance
  17. Basically this thread summarized
  18. Hahahah you kidding right ? Thats your only argument? So, your only annoyance with the barbarian is that they has an inmortality skill that is actually making them inmortal , i got it So what you suggest? Please tell us how it should be fixed Ok i got it, you complain cuz there is a video of a barbarian tanking with lvl 20 greatness, and not a single warden did a video doing the same, right? I dont really know how this is barbarians fault. if its okay for you to remove the constant healing block skill from wardens and give them the inmortality too for 8 sec, sounds a fair trade for you? Of course this if you want to balance things a bit...
  19. Does armor level matters? As long i remember in pvp the resilence is the key, the normal defense it brings doesnt have a bigger impact, the only difference between a gear lvl 34 and lvl 20 is the amount of defense. If that dude had lvl 34 gears instead of lvl 20 It would have happened exactly the same as in the video. Not mention he has full greatness, probably has the max amount of resilence or at least the 99%. Now... The skill lasts 8 sec, he obviously gonna be inmortal for 8 sec the skill reduces 95% of damage, the skill works itself, stoneskin doesnt do shit there. The old last wish worked similar but with the lowest threshold, after barb reached 1hp it becomes inmortal while last wish was active. It was very annoying because he ignored tons of damage on 1hp and ended up killing you first (tryndamere basically) Also his healing was nerfed from instant heal to heal over time, also the damage bonus was removed
  20. What bout those without "monster mode" which are 90%? They also deserve a nerf bcz those 10%? Isnt that unfair?
  21. I saw all thoses videos and 99% of times is again the same dude, "blockparry" Even i saw the dude with lvl 20 gears, but still proves nothing..he lasted while last wish was active , then got nuked in less than a second.. the skill works as is intended, there is no bug or anything... Just get better
  22. I mean, you're showing the same dude on every video.. Aren't there more barbarians? Do you have something against him? Tell him to stop playing and you can finally be happy, i dont know...
  23. Anyway, i only see a player that spent a lot time/money on testing the limit of his class (barbarian in this case). if thats an reason of nerfing a class for being too Efficient, then i would prefer still being an f2p.
  24. You at least checked how the skills/talents works? I guess your problem is that dude in the video and not the barbarian class. Because that dude have buffs even in his ass. an average barbarian cant do such thing ofc the last wish skill will save him for 8 sec but after it ends is gg, Not to mention last wish has an insane cd of 1 min 30 sec.
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