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Fynn

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Everything posted by Fynn

  1. I don't know your main character, but if it's a cloth user, or a light armor user, you have no obligation to complain. If you are talking about the aoe stun.... Yes, it has less cd but considers that it is not a single stun that lasts a long time, it only stuns you for a few seconds and pushes you away, it does not keep you tied to the same place until the effect ends. - heal.. Yes and not, bcuz not all paladins are mdmg, especially in arena -shield.. Yes is a bit strong, depending how much amped the pala is. Aoe control, The same as if you fought 5v5 with two wlocks, even worse, they can stun and silence at long range. You are exaggerating at this point Chieftains can also do this, even I have done it too If the seekers Had the same ability to use dodge as rogues, and rogues the 55% dmg reduction you would still be complaining
  2. Uhm... im pretty sure that 55% of dmg reduction is not just any percentage thats a bit more than half, and he says that still takes almost 1k dmg from rogues... - yea that skill is a bit tanky, idk why that class need that kind of skill - You know, it's easy to look up any +10 class and use it as an example to say how powerful the class is, when clearly not everyone is the same. There are players who manage to make the class work 100%, but this does not represent all players.
  3. Yea... All paladins heals the same amount of hp All paladins are Absolutely powerful, just look at them, they just need to be able to fly too. Insane dmg, insane defense, insane healing skills, perma stun, full aoe, This class is absolutely invulnerable!! They need nerf, because the nerfs of each update are not enough
  4. Yea but isnt 10k heal as u said, and yea its aoe silence not a stun, also the jump has like 40% chance to stun, and nobody use points on it Uhm i never played wlock and mage but... Why a dmg/control class need to be tanky? And templars/ charmers are supposed to be semi-tanks obviously they're not easy to kill Not really, i've Fought wlocks on 5x5 and always they wait the oportunity to use it (when we are all piled up) And I must say that it works very well for them if you also include aoe silence skill Ok you're from eu emerald? I dare to say that u always lose against phalanx members but thats normal... Even other "elf" guilds lose against them. Yinyang/phalanx... They are all +10 full award geared + books + every freaking buff What exists in this game. Any other guild is garbage in front of them, Don't look to blame the classes and their skills each update in the classes is only for pvp issues, sooo
  5. Ok ok few things need to be clarified here. 1 - not everyone are +10 on eu server, sooo Not everyone has the joy of being as powerful as you say. 2- holy s**t a paladin healing 10k?!! Aoe stun? Have pretty low chance to work,,, Strong shield?, ok the shield is a bit strong but thats all that palas have to defend themselves, their other "defensive" Skills do not protect even from a flu, dk also feel the pain of being a poor tank. 3- I think it is more to know how to play, just do not pile up, this happens also by facing a wlock, piling up is dangerous against enemies with aoe control. 4- Players are not idiots, they won't give you a chance to win anyway, it makes no sense to blame the classes for how the players use it, They will always find a way to adapt to changes in their classes. I repeat, is to know how to play. 5- Really... the administrator should stop listening to the players who are only dedicated to pvp Agree, sry if any bd is reading this but, that resist skill is uhm... In short, it is as if in the time it is active, it works at 100%, each and every one of the seconds that the skill lasts.😂 And it should be clarified that it is not a very short time xd
  6. So, in short, nerf ranger, nerf seeker, nerf paladin, nerf mages, nerf bladedancers,.. And buff mcs... I mean... Buff shamans Because that's your main character if I'm not wrong. And all for pvp issues
  7. Unfortunately the paladin still needs a good defensive skill, ( I'm aware of the sacred shield, but c'mon.. We literally depend only on that damn shield lmao) light defense and inner forces are very useful against mosquito bites. Resist 20% against their insane damage 😂 I also think that the paladin need at least an aoe based on physical damage (maybe making harad call as physical dmg) Not to mention the sun seal, it only exists for the combo with repellent strike nothing more, even its main effect (heal by life stealing ) is rubbish, xd. It's not like it's get better by adding skill points to it
  8. Guess what, still need a rework xd they adjust a little the hp needed (6% hp at max 4/4) to ad 3% of dmg reduction per level (2% in pvp) .. So it's still a waste of skill points bcuz, the fact that you have to lose a lot of hp to add a little damage reduction is not very proper for a character who needs to resist a lot of damage. I mean.. imagine taking a single powerful blow It will leave you very vulnerable.. And, if you are being healed that dmg reduction never works This concept of gaining attributes by losing health points doesn't really seem very useful to me. It didn't work with the seeker either
  9. The idea is good, but 5% hp every 5 sec is too much. Maybe if lose a percentage of his health ( uhm 20% +5% on each level) at least until the minion disappears. Personally, I feel that the paladin is still very weak in terms of defense, even though it has shield, light defense, and inner forces, I guess to be a tank that is respected it needs, Support of stats such as, parry, dodge and block, the problem is that to have these acceptable stats other attributes are lost, in addition to the fact that they work very rarely, (maybe only block works) I suggest, that at least to have support from the parry, (like the bd that has a skill that increases the parry and the only one that uses parry as advantage) With some defensive effect such as reducing the next autoattack every time parry works. Or something like that. It would work very well when tanking several enemies as in technopolis
  10. Wear pvp gear doesn't mean that u cant take dmg from pve players. Resilence only decrease the incoming dmg a bit, and decrease the chance to receive critical dmg. Apparently your hatred towards seekers, is for the fact that they use attack speed to their advantage. They have even been nerfed, less attack strenght, less critical damage, less penetration, and possibly in the future its attack speed What is the only thing that makes the seeker Functional class, will also be reduced. Not everything revolves around the pvp dude.. I wouldn't be surprised if you also complained about pve
  11. So, you want.. 1: be able to see them under stealth 2: break their shields like breaking glass 3:silence them by using thrashing 4: fight against 2 or more seekers easily and kill them
  12. For war purposes Yep i take the idea from barbarian skill Also for war/gvg purposes Even for me is insane lol What I was thinking about... If I had to readjust it would be like: 15%/20%/25%/30% for 7/8/9/10 seconds For pvp purposes
  13. This is actually pretty good, only with exa animation, bcuz solar power is just like mage's sun armor, And it doesn't look like a walking disco ball 😂
  14. Thats why chieftain have skills like "rugged hide" and "wolf pack"... Do not leave all the work to the armor just bcuz u have a lot of resi.... Seekers are easy to counter if you Play smart.
  15. Curse of the plague (rework) : The chieftain summons a rat dealing DoT 15%/20%/25%/30% of the highest dmg of the character and slowing the enemy's movement by 30%/40%/50%/60% (AoE skill 3x3) 2nd rework (AoE skill 3x3) The chieftain summons a rat that runs over the enemy, then it explodes dealing 30%/35%/40%/45% of magical dmg and applying stun for 2.5 seconds, if the enemy resist the stun, it creates a poison field decreasing the attack speed by 30%/40%/50%/60% Skill idea : Name: vengeance strike The chieftain receive the buff "Reprisal" increasing the parry stat by 7%/8%/9%/10% for 10 seconds If the chieftain receives any control debuff (stun, root, fear,) under the effect of "reprisal" The attacker receives 40%/45%/50%/55% of physical dmg 2nd idea: Name: weakness A strike that deals 25%/30%/35%/40% of magic dmg and applies the debuff "weakness" for 4/5/6/7 seconds This debuff decrease the Effectiveness of the skills of the enemy by 50% (heals, control skills, shields, will work of 50% Of its capacity) 3rd skill idea: (AoE 5x5) Name: war fury A war cry that decrease dmg and armor by 10%/15%/20%/25% also have the chance to apply "fear" by 30%/40%/50%/60%
  16. Fynn

    Some skills rework

    Again... I'm not interested in pvp. Apparently everyone completely forgot that the pve exists, each update is only for pvp matters.... I'm sure that most of the skills of all the characters have lost effectiveness only because of people who complain about pvp. Now... if we talk about pvp... Each character has at least one annoying skill.. (Or if you are someone who hates "x" character, you will find all their skills annoying) According to me, these are the ones I consider annoying in pvp (Some) Paladin > sacred shield Druid > 100% chance forest song Bd > spirit of resistance (idk if this skill duration is too long, or his resistance buffs activate too quickly) Ranger > Rain of arrows (Not avoidable) Rogue > kick in the back ( with dodge and reflex working together basically avoid every attack *cof* ultra instinct *cof* Warlock - Has a skill that completely blocks the use of skills in aoe (I don't remember the name) Mage > ethereal shield Hunter > right now, the poison skill (exaggerated dmg for a DOT skill) Barbarian > stone skin (Imagine that it needs only one blow to beat him and it recovers a stoneskin buff, or in the worst case blocks your attack) Chieftain - rugged hide (a 10 sec stone skin but x2 better) Anyway, returning to the topic.. I think that paladins should be more tanky, the only skill with the potential to make more tanky the paladins (inner force) It is too weak to purpose, of course, it was adjusted prioritizing the pvp as always....
  17. Fynn

    Some skills rework

    It is a mistake to assume that all paladin are +10, with mermen set. And as for the parry and the block... well, the paladin is the tank of humans, the only tank that if you are not +10, with set mermen + books, you are nothing more than banner and shield, like almost 70% of the paladins in all servers So, I only ask that it be more tanky, without depending 100% on the magic damage. Oh, and I'm talking to the whole pve in general, I don't care about the pvp (which is the reason why paladins get nerfed in every update, now is a mess in pve) Why is it all about pvp?
  18. I've noticed that physical damage paladins have a lot of potential, but some skills don't help much or are very loose. So I have some suggestions Iight defense : increase defense by 15%/20%/30%/40% and increases character damage by 7%/12%/16%/20% for 15 seconds Cooldown 30 sec Harads call : Now the skill damage is equivalent to the character's greatest damage, whether physical or magical. Light aura : now adds 10% critical chance on the character Inner force: adds 3%/6%/9%/12% of block if using a shield and 7%/10%/12%/16% of parry if use a 2h weapon, also every blocked/parried attack decrease the next incoming damage by 20%/25%/30%/35% Sun seal: Now each attack heals 20%/25%/30%/35% of the damage done What do you think
  19. Fixed: remove 1 enemy buff and adds a debuff "mana burn" to the enemy , this debuff increase the mana cost of skills by 15%, also every attack against a enemy with this debuff recovers mana by 5%. Duration: 10 seconds Mana cost: 0 Completely rework bcuz this skill really svcks xd: Warrior's banner: the chieftain places a banner that Reduces enemy damage by 15%/20%/25%/30% and increase the cooldown time of skills by 25%/30%/35/40% (5x5 area) Type : active Duration: 10 seconds Cooldown : 30 seconds Mana cost: 20 My idea: Strong impact: the chieftain Creates a shock wave Causing damage and adding the earthquake effect, the enemy cant move or applying skills by 2/3/4/5 seconds Damage: 40%/50%/60%/70% of player physical damage Mana cost: 25 Cooldown: 20 seconds Area: 3x3
  20. They should remove the stun from "harads call" and add it to the "sun seal" Then remove the healing effect because it is useless, and that works with physical damage. Dmg and stun time increased per level (2.5 stun base + 0.5 per level) So it will make sense to use points is this skill, and legion gonna stop complain because "insane" aoe stun.
  21. This will drive the seeker's haters crazy. Daggers seem to be enough
  22. Good points -banner now deal the same dmg on all mobs - light aura have good looking animation -can self cast his shield - inner forces now work a bit faster Bad points -Banner is ridiculously weak - light aura now mess up the energy reg For nothing but just the same effect (no buff, no effect added) -Again the shield works alone, without support from other skills -inner forces still reduce only 2 - 3% You will never notice any reduction in the damage you receive
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