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Fynn

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Posts posted by Fynn

  1. 3 hours ago, SaltyCoffe said:

    Everytime you see a flying knife coming from 7 blocks you know you are dead xD

    Literally,  that knife is (almost on me) an insta-kill, also my chief is like a mosquito. 

    Yea on both chars my gears svcks, But not so much, I say, I defend myself, but they still beat me as if I were wearing 0 def.

    Which is ironic since they mostly complain that the seeker completely ignores the defense you have, when rogues can do exactly the same  :t10:

  2. 4 hours ago, Axetricks said:

    I can give you the exter and jump talent everyday of the week since looking at you, these seeker’s talent are useless. Would be more than happy to swap them :)

     

    But ofc, everything about elf is ok and about mc is too much right? See ya after the next update, keep your essay for that matter.

    Better give us the elusive jump and the steel flurry 😂, specially that knife, i saw many rogues doing a powerful blow with that thing, and even has stun, ufff, that should works against bm :chillbro:

  3. 22 hours ago, Axetricks said:

    Since you compare rogue and seeker, why shouldn’t rogue’s have resistance while seeker’s have? Also, like a lot of chars have 100% stuns/cc or stuns/cc that can’t be blocked/parried/dodged, they should do something about rogue’s stun too.

    Yea but isn't an entire skill of resistance, is just an Improvement for few seconds. 

     

    Yes, seeker have something that rogues dont,  But, equally, the rogue has something that the seeker does not, I think you know what I'm talking about. 

    And I'm not asking that the seeker should have the same, it would be very boring if all classes were the same.

    But apparently, the rogues are interested in a seeker 2.0 but mc 

  4. Sinister strike.... Uhmm

    That "steal buffs" sounds machiavellical. 

     

    On 12/9/2022 at 3:23 PM, Kyrai said:

    Many classes use resistance skills and resistance parameter, Roguenbis the unique melee class without it idk why Sentinels see this bad.

    Anyway are ideas not everthing can be included, but the rogue isn't a good class right now

    - i think rogues does not need resistance. 

    -Rogues are much better than previous updates, they have high damage, not in auto-attacks but with skills, they have good survivality via offensive skills

    On 12/9/2022 at 10:31 AM, Kyrai said:

     

    Flurry of Steel (Active)

    + Increase stun chance 4/4 100%

    + Decreases enemy Accuracy Parameter 5/8/12/15% if Resists the skill

     

    Trickiest Technique (Active)

    + Increase Stun chance 4/4 100%

    Yo.. 100%?, that means  seeker also should increase stun chance to 100% in dissapearance skill...  No ty 

     

    I know rogues need a bit love, but c'mon, idk why you hate your own class so much. 

  5. More ideas

     

    Skill name: rampaging fury

    Desc:  increases critical hit damage by 5%/10%/15%/20%, and apply  the chance of avoid incoming damage by 30%/40%/50%/60% (instant dmg skills also) 

    -active permanent skill

    (decrease energy reg) 

     

    Skill name: clan's oath

    Desc:  increase the chance of dealing double damage  by  25%/35%/45%/55% but also increase damage received by 20%/15%/10%/5%

    - active permanent skill 

    (decrease energy reg) 

     

    Skill name: painless skin 

    Desc: decrease all incoming critical hit damage  by 10%/20%/30%/40% and cancel all incoming DOT (bleeding, poison, fire, magic) 

    -active

    -duration 8/10/12/15 sec

    -energy cost 25

     

    Rework idea:

    Thrashing > impact

    - 3x3 area, instant effect 

    - earthquake that tie everyone to the ground  for 2.5/3/3.5/4/4.5 seconds and above lvl 4, block skills use 

    - removed dmg decrease

    -same crap like the shaman earthquake but better

    (yea i know that is just like the paladin fetters... But mc themed lmfao) 

     

     

     

  6. 9 hours ago, Kyrai said:

    Rogue lacks of Accuracy yes.. but I see problems on this.

    2 effects: 10% accuracy?
    5 effects: 25% accuracy?
    Guild + Enchants = a lot of Accuracy easily
    5 effects are a lot so if are a lot should reduce the bonuses of those effects, sincerelly 25% with this I can reach 45% Accuracy, not bad

    Well, it can be fixed, maybe better penetration if you don't like accuracy, or leave accuracy and reduce a little bit.

    9 hours ago, Kyrai said:

    First than all this is: Trickiest + Sap (Easily no need another stun 4 stuns for what? ---)
    I said this last year and I think you said no...

    The worst was not even implemented

    Plus you repower it even more, so... -.-) anyway (lmao)

     

    Skill name:  Paralyzing attack

    Description: First: Immobilizes the enemy, After: if the skill is resisted, decreases the enemy dmg by 10%/15/20%/25% and Slows down the movement of their attacks

    Parameters: active skill

    - duration 8/9/10/12 seconds (Duration of Debuff I think. looks good CD is 12 Seconds but can be reduced 10 seconds 4/4 because Is a Class with High CD)

    - Cd (Trickiest+Sap, 16 seconds of CD trickiest is enought)

    Doesn't have sense decrease enemy attack speed if him under stun is a waste of precious debuff time.

    Isn't stun, is a "root", also doesn't decrease atk speed parameter, Directly decrease your movements as if you were in slow motion thats why i dont added  percentage for this

    9 hours ago, Kyrai said:

     

     

    (: ..... and.. Gouge Emergency? no looks bad, but 2 periodical damage can be kill Gouge more than now. can be a solution for AoE but needs remove Poison Blades for this in my opinion

     

    It was designed to be useful in dg such as tech, there you do not need gouge

    But I understand the problem (pvp)  

    9 hours ago, Kyrai said:

    Extermination: now increase attack speed (???) In my opinion pls no add more attack speed like buff when literally is higher 35 % 4/4 no need more excess + Strength by 10%/15%/20%/25% (Attack Strenght? Increase Damage? I think Rogues can be Happy with 15/20 % attack strenght)

     

    To remove atk speed, also need remove strength bcuz no sense to have strength if your autoattacks are slow, also rogues relies on spam skill just like chieftain, thats why the actual rogue does not have that parameter. 

    9 hours ago, Kyrai said:

     

    Unwavering Mechanics, This can be a solution for Dodge parameter problems bcs always get focus from every side

    but should be better if they removes increase Dodge Bonus because pasive is really useless should be nice if Dodge Bonus is focused in 1 skill

     

    I see good suggestions on this, but you should fix some things 

     

  7. I thought it was a video of how to deal with them, xD

     

    Currently it is something difficult, if you attack the bm, the lion is going to take the sh*t out of you, if you attack the lion, the bm is still going to take the sh* t out of you.:pokerface_2:

     

    Neither is not like the lion or the owner are easy to kill in 3 seconds 😂

     

     

  8. 7 hours ago, Bromancé said:

    I know pretty well how it is now, you use detect pot for stun rogue from 5 yards, at end of fight rogue somehow manages to jump near you and uses kick on back but you just use purification to remove that accuracy debuff, yeah? Obviously rogue could go full dmg/stun build but oh wait, there's still that detection pot, wish rogue luck to avoid the first stun. Do you know what you want? 

    😂😂😂 

    Yea, of course, everyone has at least 10 set of each pot, Because who knows when you're going to meet a rogue 😌🤙🤙

     

    In any case, detection pot would affect twice the seeker, needs dissapearance for the stun to work, while the rogue has a knife that causes stun at long range, and guess what...  It works even without stealth... 

     

    Justify nerf  based on consumables... :tired2:

    Is it a bit difficult don't you think? 

     

    And, i asked for defensive skill, but gm gived us that glass-cannon skill, Well, anyway.. 

  9. On 11/20/2022 at 1:33 PM, Bromancé said:

    I didn't speak at all of seeker being tank, you did, and you can't complain of you having just one tank maxed that and that, I see you got 3-5 wardens alone in the guild besides the paladins and bladedancers (and other wardens on alt guild), so it's not really agro problem. 40% dmg seeker sounds way little high even all the disabilities It gives, let's say game has 10% dmg pots, 10% dmg scrolls, but one class has 40% dmg skill+talent. Even if there was 40% dmg pot which decreases my hp to 30% I would still take it. One t2 castle book gives 10% extra dmg to whole party when seeker has the 40% dmg talent combined with skill used, and that's still not unfair? guess not to you, I find it actually cute to defend own class, who wouldn't:rolleyes:

    Taking into account everything you are complaining, the seeker should be deprived of using any other buff that is not of its own skills, books, pots, scrolls, bcuz seeker is alrdy powerful and thats unfair to everyone... 

    On 11/20/2022 at 1:33 PM, Bromancé said:

    yes must be fun to use in arena when enemy uses detect pot, especially when rogue has not even movement skill. :pig1gy:

    Imagine considering movement speed better than increasing character damage.... 

     

    You don't know what you want, dude.. 

     

     

     

     

     

  10. 49 minutes ago, Raislin said:

     

    Rogues have access to swords and axes. I see no reason for them to get damage from a skill not to mention you are suggesting it to be stronger than what seekers have and that's been an issue for everyone and their nan. Extermination is still arguably the best attack speed skill in the game, I see no real reason to change it.

     

    Maybe if Rogues were required to get much heavier penalties similar to seeker I'd be more for it but as they are nah.

     

     

    Yes, I know, but consider that the seeker also can  use 2h weapons, which brings high dmg. 

    Also that the seeker has 2 damage increases, (shield and inner rage)

    So, I tried to balance the matter a bit in skill

    Perhaps their penalty could be energy consumption, since they depend on using skill and not auto-attacks. 

     

    A future key class talent for these, could further fix the issue of penalties

     

    The seeker would be at hand with the rogues  

     

     

    Also i added strength+speed to extermination, Because... . You know,... the seeker also has this 

  11. Skill ideas

     

    Skill name: Killer Trance (passive) 

     

    Description:  Each skill used, accumulates 2/3/4/5 effects. The effects increase dmg and  accuracy by 5% for  20 sec, but increase also the  mana cost of using skills by 3 units. 

     

    2nd skill idea:

    Skill name:  Paralyzing attack

     

    Description: Immobilizes the enemy and Slows down the movement of their attacks, if the skill is resisted, decreases the enemy dmg by 10%/15/20%/25%

    Parameters: active skill

    -duration 8/9/10/12 seconds

    - cd  20 seconds

     

    Skill rework/fixes

     

    Ricochet: now each bounce produces bleeding debuff of 40% of character dmg  by 7 seconds

     

    Extermination: now increase attack speed + Strength by 10%/15%/20%/25%

     

    Absolute reflexes: now every 6/5/4/3 attacks received, the character dodges the next 1/2/2/3  attacks. 

     

    Thats all

  12. I'll go straight to the point

     

    Skill ideas

     

    Skill name : havoc

    Parameters: passive

    Description: increase  chance of dealing double dmg (x2 autoattack at once,  30%/40%/45%/55% chance)  also every used skill acumulate 5/5/4/3  effects, when full required effects are acumulated, the next attack stun enemy for 2.5 seconds,( stun time doesn't increase) 

     

     2nd skill idea:

    Skil name:  wild roar

    Description: The chief makes a roar that produces fear in those who want to face him,  Petrifies the enemy for 3/3/4/5 seconds, enemy cannot attack the chieftain, and the chieftain cannot attack them, But, instead increases the damage dealt to them by 10%/15%/20%/25%. 

    Parameters: 

    -active skill

    -2/3/3/4 enemy players affected, unlimited mobs (3x3 area) 

    -cd 30 sec

     

    Skill fixes/rework ideas:

     

    Thrashing: now works around the character as instant effect

     

    Wolf alacrity: the skill does not reduce movement speed anymore, now has 40%/50%/60%/70%/80% chance of stun enemy for 3 sec (stun duration doesn't increase) 

     

    Spiritual purification: now remove enemy buffs by 2/3/3/4 and adds Weariness debuff, this debuff increase the cost of using skills by 8%/10%/12%/15% for 8 seconds

     

    Bestial wrath:  now increase   piercing attack  +  speed if  using 1h weap, and  cooldown +  penetration if using 2h weap 

    Parameters:

    -10%/15%/20%/25% speed+ piercing attack. 

    -10%/15%/20%/25% penetration, and 20%/25%/30%/35% cooldown. 

     

     

    It's just ideas, Don't take it seriously 

  13. What about  mine

     

    Name: toxic mist

    Appearance: creates a 5x5 area with a green mist.

    Description: if a enemy is under toxic mist decrease his movement speed by 45%/50%/55%/60%,  also decrease his health if  move or use skills inside the mist by 4%/6%/8%/10% (every 1 sec if moving) 

     

    Features :

    -skill duration 7/8/9/10 seconds 

    - 2/2/3/4 enemy players affected, unlimited mobs

    - you can resist  the movement speed debuff but not the health decrease

    - 40 sec  cd

     

     

  14. 7 hours ago, Raislin said:

    I play all classes at a higher amp than you have. I do know how they work. Why do you assume things when you know next to nothing of high level gameplay whenever your gear is fit for questing at best and then you make assumptions of things that aren't even correct 70% of the time and that is being generous.

    Everyone should play on both sides, the experience is not limited to just complaining that "x" side is op and the other is not, they will see the pros and cons of both sides without favoritism, without complaining about ridiculousness.  And above all to contribute something to the characters, more than asking for nerf to others, just because they "think" it would be the best, (I doubt it)

     

    The worst thing is that they are offended if you tell them the truth:dunno:

     

     

  15. 39 minutes ago, Bromancé said:

    any class would appreciate 40% dmg buff, trust me, no matter of situation. There is barbs with skill that gives 20% atk speed but it also increases enemy's damage to the barbarian, that's why most barbs don't make it 4/4, I guess every seeker doesn't make it 4/4 as well since the skill is so bad according to all almighty seekers above ? No, they make it 4/4 and knowingly speaks of it being bad but meanwhile they're actually who nuke "4 hits" to most classes, don't try make rogue the bully class, excuse me, rogue havent even such movement skills that seeker or chief have, seeker has running + invisibility. Crusang talks about how weak seeker is but meanwhile doing 20k crits on mermen dg, or nuking casters 4 hits on arena with 50% resilience. Seems legit. 

    Believe me, for the only reason someone would add skill points in that skill, is for talent, and it's just an add-on, the skill itself is rubbish, 

    The rogue is not as bad as you think, in fact it is a very fun class

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