Reputation Activity
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Fynn got a reaction from Gasta in Rogues adjustements1: 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
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Fynn got a reaction from Chaos demon in Kick in the back + poison bladesAgree on kick in the back rework, but it should have a big number percentage
There is an example with reapers chains, that thing reduces 35% of cd stat when the max cd cap is 200%...
And those players focused on cd builds are under 150% of cd...
Basically the main effect of that skill is the root effect, no dmg no big debuff, just an root, and if it fails you wasted mana.
Also agree on the dodging talent, it bring many chances of avoid combos or lethal damage, but you have to timing it well cuz its long ass cd
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Fynn got a reaction from Starwrath in Kick in the back + poison bladesAgree on kick in the back rework, but it should have a big number percentage
There is an example with reapers chains, that thing reduces 35% of cd stat when the max cd cap is 200%...
And those players focused on cd builds are under 150% of cd...
Basically the main effect of that skill is the root effect, no dmg no big debuff, just an root, and if it fails you wasted mana.
Also agree on the dodging talent, it bring many chances of avoid combos or lethal damage, but you have to timing it well cuz its long ass cd
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Fynn reacted to Drakoslayd in Kick in the back + poison bladesI personally think that Rogue should have a guaranteed dodge skill.
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Fynn reacted to Chaos demon in Kick in the back + poison bladesOld reflexes was very usefull, three guaranteed dodges every x seconds.
In the past was very op cuz dodge stat was a thing, not everyone took importance to accuracy plus kick in the back used to decrease accuracy to 0% on all levels, what is waaay better than now, 45% is kinda good too but now you're forced to use skill points on it.
Not mention the tons of accuracy that you can win from many sources:
Rings
Bracelets
Guild skill
Bonus armors set
Relics
Non class books
Weapons
Also the current meta doesnt benefit it at all, there are 101 ways to detect/cancel an unit under "stealth", plus the resistance you win from many resources.
Im not saying rogues should be an anihilation machine, just the current gameplay seems to fck them a lot.
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Fynn reacted to Chaos demon in Kick in the back + poison bladesWell first of all the skill "kick in the back" has become kinda pointless because:
1: dodge is not profitable anymore.
2: Mainly part of dodged attacks comes from absolute reflexes.
3: the condition to make absolute reflexes work, it's just adding more extra health, not dodge.
4: This part may sound very repetitive, but kick in the back can be easily resisted, this only makes it an unnecessary waste of mana, Or just an ability that would easily take a back seat and affect nothing at all .
Well... My suggestion is to add the effect of this skill to poisonous blades..
Why?
Both poisonous blades and a kick in the back are so useless That even together they would gain some relevance, and it would not affect anything.
And of course, the "kick in the back" skill should be reworked into something else.
i suggest a debuff that reduces enemy attack speed and movement speed, not more damage, no need more damage, for gods sake.
Finally, the basic skill "dodging", should have a talent that activates the absolute reflexes, just like mages do with their barrier + mid branch
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Fynn got a reaction from Filipe Ramon in Reaper rebalance 2024Well, 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.
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Fynn got a reaction from Paralon in Предложения по изменению навыковОтсроченная смерть
Время действия отрицательного эффекта «Неминуемая смерть» увеличено с 8 до 9 сек., а урон наносится раз в 3 сек.
Демоническая форма
Уберите заряд здоровья/энергии и замените его вампиризмом.
Это очень помогло бы контролировать ущерб от неминуемой смерти и имело бы больше смысла.
Месть
Увеличивает параметр парирования
Наносите урон врагу, когда парируете атаку.
Так же, как и талант альмахада у разбойника. Только здесь он будет иметь больше пользы, помимо того, что будет ограничен парированием, как это происходит с танцором с клинком.
Цепи преступного мира
Уберите дебафф перезарядки навыка и замените его на снижение урона.
Даже любой другой эффект полезнее, чем уменьшение перезарядки навыков,
Этот эффект работал только с некромантом, так как он значительно сокращает время восстановления.
По сравнению с цепочками, он просто незаметен.
Потусторонний рывок
Я настаиваю на том, что эта способность должна постоянно иметь тот же эффект, который она получает, находясь в форме демона. На данный момент это просто еще один навык с еще одним из самых бесполезных параметров — снижением скорости передвижения.
Непоколебимая воля
Прошу только об одном, чтобы у него всегда был хотя бы один активный заряд. Может показаться, что это не так уж и много, но это очень помогло бы.
Взрыв хаоса
Убирать 2,5-секундную задержку глупо.
И уменьшите время восстановления хотя бы до 15 секунд, в настоящее время время перезарядка длительная.
Это всё.
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Fynn got a reaction from Filipe Ramon in Предложения по изменению навыковОтсроченная смерть
Время действия отрицательного эффекта «Неминуемая смерть» увеличено с 8 до 9 сек., а урон наносится раз в 3 сек.
Демоническая форма
Уберите заряд здоровья/энергии и замените его вампиризмом.
Это очень помогло бы контролировать ущерб от неминуемой смерти и имело бы больше смысла.
Месть
Увеличивает параметр парирования
Наносите урон врагу, когда парируете атаку.
Так же, как и талант альмахада у разбойника. Только здесь он будет иметь больше пользы, помимо того, что будет ограничен парированием, как это происходит с танцором с клинком.
Цепи преступного мира
Уберите дебафф перезарядки навыка и замените его на снижение урона.
Даже любой другой эффект полезнее, чем уменьшение перезарядки навыков,
Этот эффект работал только с некромантом, так как он значительно сокращает время восстановления.
По сравнению с цепочками, он просто незаметен.
Потусторонний рывок
Я настаиваю на том, что эта способность должна постоянно иметь тот же эффект, который она получает, находясь в форме демона. На данный момент это просто еще один навык с еще одним из самых бесполезных параметров — снижением скорости передвижения.
Непоколебимая воля
Прошу только об одном, чтобы у него всегда был хотя бы один активный заряд. Может показаться, что это не так уж и много, но это очень помогло бы.
Взрыв хаоса
Убирать 2,5-секундную задержку глупо.
И уменьшите время восстановления хотя бы до 15 секунд, в настоящее время время перезарядка длительная.
Это всё.
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Fynn got a reaction from Horimiya in Предложения по изменению навыковОтсроченная смерть
Время действия отрицательного эффекта «Неминуемая смерть» увеличено с 8 до 9 сек., а урон наносится раз в 3 сек.
Демоническая форма
Уберите заряд здоровья/энергии и замените его вампиризмом.
Это очень помогло бы контролировать ущерб от неминуемой смерти и имело бы больше смысла.
Месть
Увеличивает параметр парирования
Наносите урон врагу, когда парируете атаку.
Так же, как и талант альмахада у разбойника. Только здесь он будет иметь больше пользы, помимо того, что будет ограничен парированием, как это происходит с танцором с клинком.
Цепи преступного мира
Уберите дебафф перезарядки навыка и замените его на снижение урона.
Даже любой другой эффект полезнее, чем уменьшение перезарядки навыков,
Этот эффект работал только с некромантом, так как он значительно сокращает время восстановления.
По сравнению с цепочками, он просто незаметен.
Потусторонний рывок
Я настаиваю на том, что эта способность должна постоянно иметь тот же эффект, который она получает, находясь в форме демона. На данный момент это просто еще один навык с еще одним из самых бесполезных параметров — снижением скорости передвижения.
Непоколебимая воля
Прошу только об одном, чтобы у него всегда был хотя бы один активный заряд. Может показаться, что это не так уж и много, но это очень помогло бы.
Взрыв хаоса
Убирать 2,5-секундную задержку глупо.
И уменьшите время восстановления хотя бы до 15 секунд, в настоящее время время перезарядка длительная.
Это всё.
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Fynn reacted to Toad Sage in Last chance to counter control effects.A simple example should be how we lost 20% speed bonus from reflexes last year and we accepted that because at least that made reflexes less useless.
Even when we didn't include the drawbacks, we were ready to accept it as long as our problems are solved.
It's no different this year and you can keep yelling your assumption about us not wanting any reasonable sacrifices. It doesn't make it more than assumption and prejudice.
And our loss of speed bonus from last year, which we accepted, is a solid proof against that prejudice. We don't need to prove anything to a specific person with prejudice just to be heard by devs.
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Fynn got a reaction from Shax in Last chance to counter control effects.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
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Fynn got a reaction from Chaos demon in Last chance to counter control effects.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.
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Fynn reacted to Higgings in Last chance to counter control effects.I have to disagree with this part though. I can bring an example where Back in the days where you did not have experts around, the very skilled players could achieve a good outcome when they used certain disabling skills (Earthquake, FoJ, Roots and so on); in other words, they could kite. Kiting, in fact, could grant you to go "out from fights" (even if technically you were still fighting) when situation required so and a good kiter was also the one who kept fighting without getting touched once. That doesn't mean that you had to run, but kiting allowed, if the user decided so, to run away from a fight to restore your health completely.
In the modern days, where experts grant a considerable ammount of stunning/CC skills, even AoE, A lot of classes can simply stun and get out from tricky situations, and not only rogues or seekers, as you're stating. Not to mention that in a more realistic scenario which sees Rogues/Seekers being under several AoEs in a fight, may it be that you even managed to Gouge the opponent and run away, you can still get caught by AoE Disabling or Damaging skills, for Stealth grants you no immunity from anything at all.
Do you see it now why people can't simply buy the tale where they're ultra strong and immune as long as they're invisible, because we both know (you more than me, actually) that the times you turn invisible during a fight is... once (the very beginning of the fight), for a rogue is more likely to die from being perma stunned (no damage reduction abilities or resistence, unlike its elven counterpart) once it gets out from stealth. I would agree with you if we had a situation where every single disabling skill required a target, but nowadays you got an even quantity (if not bigger) AoE Disabling/Damaging skills than targeting skills, so the statement you're saying is simply biased. I'm not mentioning the accessibility of detect potions either.
Could it be, according to you, that every single rogue user that is complaining for his/her class is that naive not to have thought about invisibility as a mean to avoid stuns? In the best scenario, this is making mockery of their intelligence.
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Fynn got a reaction from Shax in Last chance to counter control effects.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.
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Fynn got a reaction from Darkdevil in Reaper rebalance 2024Well, 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.
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Fynn got a reaction from Chaos demon in Reaper rebalance 2024Well, 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.
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Fynn got a reaction from Paralon in Reaper rebalance 2024Well, 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.
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Fynn got a reaction from Chaos demon in Rogues rebalance ideasWell, 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
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Fynn got a reaction from Toad Sage in Rogues rebalance ideasWell, 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
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Fynn got a reaction from TheCaster in Rogues rebalance ideasWell, 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
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Fynn got a reaction from Shax in Suggestions for Rogue Rebalance 2024I 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
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Fynn got a reaction from Blueranger in BARBARIANS NEED NERF !!!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
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Fynn got a reaction from Chaos demon in BARBARIANS NEED NERF !!!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...
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Fynn got a reaction from Mateusz in BARBARIANS NEED NERF !!!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.