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Fynn

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Posts posted by Fynn

  1. 3 hours ago, Filipe Ramon said:

    Congrats to you, but my char this way dies easily for a PvP +10 ranger without rare books. I didn't see anything wrong with what was said, everyone knows that the Ranger's damage is totally unbalanced.

    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.

     

    3 hours ago, Filipe Ramon said:


    The Templar's abilities for example are at such a low CD that even the strongest characters in the legion have difficulty fighting.

    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.

    3 hours ago, Filipe Ramon said:

     

     

    The paladin's Heal, Shield and Area Control is so ridiculous that in most 5v5 battles where there are 2 or more regular Paladins it becomes almost impossible to win.

    - 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

    3 hours ago, Filipe Ramon said:

     

    Not to mention the various skills for example that no longer cause damage to Legion structures while a Mage with Revive Scroll and Leap can remove most of the HP from the War flag alone. 

    Chieftains can also do this, even I have done it too

    3 hours ago, Filipe Ramon said:

     

    Seekers are going into the arena using half a light mermen set and half a greatness set tanking more than tank classes and dealing absurd amounts of damage. 

    If the seekers Had the same ability to use dodge as rogues, and rogues the  55% dmg reduction you would still be complaining

  2. On 8/22/2022 at 6:43 AM, Axetricks said:

    Oh poor guy, how much do you want a +10 rogue to hit you with skills tell me.. 300?400? While you hit him 2k pure dmg every 0.4secs? Looks good like that.

     

    Btw if rogue hits you 1k with skills then ranger goes 2k easily right? Stop the nonsense.

    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... 

     

     

    10 minutes ago, Santa Claus said:

    As i know mage got one of the best defensive skills in the game or am i wrong

    Even after i gave u clear example of how broken paladin is u still try to cover it with some kind of sarcasm . Idk what else do u want than clear evidence

    - 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. 16 hours ago, Santa Claus said:

    Look at how much does this paladin heals and this is without buffs since u get heal from castle buff and potion and on top of that u get more magic dmg  and then tell me again paladin is balanced char

    For example i as dk player need to use hp regen items and hp regen is worst status in game to get to full hp once in 2 minutes  and it doesnt even reset after death or after arena battle and all paladin need to do is wait 10 sec with normal stats to get to max hp

    Yea... All paladins heals the same amount of hp  :fuck_that:

    All paladins are Absolutely powerful, just look at them, they just need to be able to fly too. :i_know_what_you_did_there:

    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:thumbs_up1:

     

  4. 7 hours ago, Santa Claus said:

    If u ever watch arena videos or even do arena u can see paladin heal from 0 to 100% . Also yea my bad its not aoe stun its aoe silence that roots u and with relics it have like sec gap to be used again .

    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

    7 hours ago, Santa Claus said:

    Warlock is actually outdated class if u compare it to templars and mages . They got some def with that talent but not even close to being tanky as templar or mage with shield.

    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

    7 hours ago, Santa Claus said:

     

    Warlock aoe got huge cd and itd easily countered.

    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 

    7 hours ago, Santa Claus said:

    So losing to elfs is balanced bcs they play smarter . Idk what u need to do smart when almost every class got aoe control skill . Idk if u even do arena or ur just acting like u dont know .

     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

    7 hours ago, Santa Claus said:

     

    As i know pvp is as important as pve and if we are going to talk about pve then u should switch to other topic bcs theres a lot to say about seeker bd and ranger 

    each update in the classes is only for pvp issues, sooo

  5. 15 hours ago, Santa Claus said:

    Pvp issue lets talk about pve then where legion side got only 1 actually good dmg class which is hunter while on the other side there are seekers rangers and bladedancers. U might say chieftain is also op dmg class and yes it was be4 all those nerfs it got.

    Lets turn back to pvp on sentienel side thes got aoe control and support skill on almost every class and sentienel side only actual aoe control have 1 char. Mc side got rugged hide and shaman cleansing  while elfs got paladin shield + paladin heal that heal up to 10k+ druid with that skill that saves u from dying i forgot name and templars mantra. If we compare those skills one just save u for a bit  and others makes u immortal. Priest aoe cleanse is also very broken . Buy yes mcs are overpowered bcs "charmer dogs are too op ". Charmer is easily killed if u kill their bird or if u got aoe dmg skills. And for those ppl who say just dont rush in paladin he wont stun u if i remember good paladin and mage can tp to group and stun whole group after that so tell me how to stop something like this ? Split maybe ? What to do if ur splitted when they will kill u 1 by 1 then

    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. :true_story1:

    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:come_on:

    7 hours ago, Drakoknight said:

    Personally the only 3 classes on Sentinels side that needs nerfs is Templar with invincibility movement skill, Druid with their roots skill, and Bd with their resist shield 

    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. On 8/17/2022 at 12:29 PM, NissanEU Ws said:

    Can you just take 1h in your life and watch how elfs are broken? Seekers 2k auto + tanky af, rangers can 1 combo anyone and tank like wtf ! pala 10k heal + a broken shield, mages dmgs insaneee, bladedancers i won’t even talk ! every maj your making healer classes more and more weak

     

    please do something, many players are getting bored

    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 :fuck_that:

  8. On 10/21/2021 at 9:33 PM, Erta06 said:

    paladin inner focus need to be reworked cuz is a waste of skill point on it.

    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 :dunno:

     

     

  9. On 8/2/2022 at 2:56 PM, Gladiator said:

     

    1. Harad's Spirit (Active/kinda passive?)

    The Paladin periodically sacrifices a percentage of his HP to summon the Spirit of Harad into the battlefield. The Paladin will lose something like 5% every 5 seconds as long as the spirit is active. (Yeah yeah, another summon skill but this one is cooler)

    Harad's spirit will assume different forms to serve the Paladin in different ways according to the weapon the paladin is using.

    - Two-handed Hammer (Magic main stat) will summon a blue 'Spirit of Light' This spirit deals single target magical damage and heal party members with the lowest HP %. This spirit will have average HP/Def/Damage.

    - Other two-handed weapons and Spear will summon a red 'Spirit of Vengeance' : This spirit deals areal physical damage and increases Penetration and Attack Speed of party members around it. This spirit will have low defense/HP but high damage.

    - One-handed weapons + shield will summon a green 'Spirit of Protection' : This spirit deals single target physical damage and reduces damage received by party members around it. This spirit will have high defense/HP and low damage.

     

    Commentary:

    First ever skill that does not require mana! It will consume Paladin's HP over time instead.

    I also personally like skills that do different things under different conditions, those types of skills enable some new and interesting dynamics in the game (This will be a theme in the following skills as well).

    Now I can understand not wanting more annoying minion skills, but the premise of the skill stands, it could be the same buffs/effects without the minion aspect.

    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. 2 hours ago, Ahmed Didar said:

    all that and we can't outdo a seeker's dmg, such a nice thing. i am sorry if you can see from pvp side but these changes do you even realize the effect on pve?

    and for your info, your little seeker here does use pve to kill my pvp set, bravo

    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. 37 minutes ago, Ahmed Didar said:

    it is true if it's 1vs1 but vs 2 or more seekers is horrible, moreover being high dps class, seeker's net skill has the ability to bind you and not use skills for certain time, while chieftain's thrashing doesn't do that, being melee damager that's -1 for chief and seekers are invisible, i get it you can aoe to sniff them out but hey they just stand there until my skill goes into reloading, guess what, i have 50%+ cd but one net skill silence me, i am not being able to see where they attack from (not limited to detection pot* but not everyone can buy them all the time. there comes their shield skill which provides some immortality for some time not more op than hide but that's good enough for a dps to heal back with high dmg in time.

    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. 3 hours ago, lore said:

    explosive rat explosive rat explosive rat explosive rat

    i love the skill concept, but the attack speed might be scaling too high basing on the skill level. wich is perfect because the meta is not that engaging on a gameplay level, i want more of this, even in pve.

     

    For war purposes  

     

    3 hours ago, lore said:

    It would require an set amount of time of effect and numbers of enemies wich can be affected by it, but i honestly see it more as a barbarian skill

     

    Yep i take the idea from barbarian skill 

    Also for war/gvg purposes

    3 hours ago, lore said:

     

    this... is brutal... damn. but i can see in some form ideal for raids in pve, a way to block the PLAYER's resources to recovery (lifesteal included, mainly), allowing for both tanks and healers to be required again to work together and protect the team, mainly prevent the damage classes from being completely self sufficient and rushbomb all the content while rejiecting both healers and tanks 

     

     

    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. On 4/23/2022 at 6:22 PM, Ahmed Didar said:

    surely not, i am chieftain, i have full greatness set tho not +10 but +8 i think it's decent enough but seekers with pve spring daggers literally kill me like some dummy, if a +10 pve dagger can let them kill a pvp gear user, why is there even arena?

    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. 

  14. 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% 

  15. 20 hours ago, Kyrai said:

    You need include all stats bonuses, armor, weapons, skills, I mean 100% not the 20% of a paladin tank mode, look the paladin's shield, was created for tank and support but is very problematic for many classes in legion and combo with templars are immortals in any arena mode. Remember people always search a form for exploit those stats. And paladins haves a dirty survivability, is like charmer or bds without mm armor are hard to beat and with it is insane. The problem of heavy classes is that actually. If gm blocks it for pvp could be anoter and beatiful balanced story but right now heavy classes plays so dirty

    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.... 

     

  16. 3 hours ago, Kyrai said:

    In which type modes do you think skills don't help much?

    A paladin does too much in group and 1v1, and in addition they have heavy mermen 32, it is very difficult to get them under control with abilities, and they already have defensive parameters like block vs enemies at range and parry vs enemies at melee, so more defense parameters I see very unfair and more so with such a large amount of block and parry at 4/4, if it is against melee classes like rogue or seeker they would be fried

    it is better to wait for what will happen with the mermen armor because it is very comfortable for those characters they cannot be kept under control as it should and that is a real problem in combat because it is always spending mana and skills for nothing, me being rogue kicks are always removed and it is the most important skill of the class, that it be removed all the time is exaggerated

    and the shield skil right now is a thousand of times better than necro-priest shields....

    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)

    10 minutes ago, God Emerald said:

    bruh.. palas are very tanky with very high damage in 1v1 already :pheew-crazy-rabbit-emoticon:  are you trying to make a God class? :cereal_man:

    Why is it all about pvp? :panda6:

  17. 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

  18. On 3/20/2022 at 4:37 PM, Berniente said:

    REWORK:

     

    icon_skill_8907_04.pngSpiritual Purification:

    The ability now becomes a self-use power, granting a buff that has a chance to burn enemies' maximum mana on physical hits or physical damage, and a chance on magic damage to remove positive effects from enemies.

    Duration of the positive effect: 5s/8s/12s/15s

    Activation probability: 3%/4%/5%/6%

    Mana Burned: 15%

    Positive effects erased: 1

    Cooldown: 40s

    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

     

    On 3/20/2022 at 4:37 PM, Berniente said:

     

    Skill upgrade:

     

    icon_skill_8679_07.png Curse of the Plague:

    The ability now goes double its normal speed and when it reaches its final impact zone it will create a damage zone and with double chance to apply the negative effect, the damage of this zone will do a part of the physical damage of the character.

    Zone duration: 4s/6s/8s/10s

    Damage per second of the area based on the character's physical power: 5%/10%/15%/20%

    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

     

    On 3/20/2022 at 4:37 PM, Berniente said:

     

    News Skill:

    Earthquakes

    Elder Titan - cuerpo a cuerpo, Incapacitador, Resistente, Iniciador, Nuker  - DOTABUFF - Dota 2 Stats

    After a number of clean auto hits the chieftain will shake the ground dealing physical damage and stunning enemies in the area, the target takes only 50% damage in the area.

    Stun duration: 0.5s/1s/1.5s/2s

    Area damage: 30%/50%/70%/90%

    Number of hits for one charge: 7/6/5/4

    Maximum affected players: 3/4/5/6

    Area of effect: 5x5

    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

     

     

  19. 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. 

  20. 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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