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nilozero reacted to Berniente in New skills and changes to old ones
The necromancer was always a support with many offensive skills against the enemy but only 1 has been very effective against them but when it is nerfed and how the game is going these days with the resistance parameter in addition to the negative effect cleaning type skills it has The necro has become less effective, in my proposal today I have shown 2 new abilities, a support and an offensive one for the necro, in addition to other light changes.
Graveyard:
Creates a 5x5 zone that reduces a percentage of the enemy's healing effectiveness, as well as a small 1 chance of positive effects from those affected by poison.
Heal reduction per level: 10%/20%/35%/50%
Chance of removal of positive effects by poison: 3%/5%/8%/11%
Skill Duration: 4s/6s/8s/10s
Area Affect: 5x5
Recharge: 30 sec / mana cost: 30
The effect will still last on the target if they leave the area for: 1s/2s/3s/4s
Max players affected per level: 4/5/6/7
Comment: These abilities would be similar to the magician's circle of fire, that once you enter and leave the area you will still receive the negative effect, the chance to remove buffs would only be applied by acid rain poison and the necromancer's primary ability.
Cursed blow:
Grants the targeted ally or necromancer increased penetration and accuracy parameters for a time.
Positive Effect Duration: 12s/18s/24s/30s
Increased penetration and accuracy: 5%/8%/11%/14%
Cooldown: 50 sec / mana cost: 24
Comment: The necromancer only has 4 positive effects and being 1 more a damage skill, in my opinion an additional positive effect would make it more effective in pvp and pve.
Changes in the old ones:
Poisonous Shield:
Additionally it reduces the damage received by the character or ally by 2.5% / 5% / 7.5% / 10% depending on the skill level.
Dead Soldier:
The ability now generates skeletons without the need to have corpses nearby with the disadvantage that these will have half life and damage, if a skeleton is generated from a corpse this will have its normal statistics.
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nilozero reacted to LuigiOmarm in Mantra of Healing Rework
Mantra of healing is a very good expert for gives support to weakest allies but is useless to help the tank or templar tank 'cuz not allow to use skills and enemy can't keep atacking the tank or can be used for trolling.
I suggest this, 65%/70%/75%/80% damage reducction for 1,5/2/2,5/3 secconds and heals 3%/3,5%/4%/4,5% max hp of the target and slows 90%/80%/70%/60 and not make the ally or templar target invulnerable, also silences target while it last.
Thanks for reading.
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nilozero reacted to Berniente in Chieftain changes and new abilities
REWORK:
Spiritual 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
Skill upgrade:
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%
News Skill:
Earthquakes
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
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nilozero got a reaction from Speedom in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
Change of magical power in two-handed maces and spears
For all two-handed maces and spears the value of magic power was increased by ~18%. Developer commentary: This type of weapon was not very popular among players, and therefore it was decided to update the indicators of magical power. We hope that this will allow classes based on this stat to use two-handed weapons more often and more effectively.
what about two-handed sword & axe, i'm sure those kind of wapeon are also unpopular and yet they don't get any special buff
example: two-handed sword now give 6% of speed
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nilozero got a reaction from Fynn in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
Change of magical power in two-handed maces and spears
For all two-handed maces and spears the value of magic power was increased by ~18%. Developer commentary: This type of weapon was not very popular among players, and therefore it was decided to update the indicators of magical power. We hope that this will allow classes based on this stat to use two-handed weapons more often and more effectively.
what about two-handed sword & axe, i'm sure those kind of wapeon are also unpopular and yet they don't get any special buff
example: two-handed sword now give 6% of speed
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nilozero got a reaction from Drakoslayd in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
Change of magical power in two-handed maces and spears
For all two-handed maces and spears the value of magic power was increased by ~18%. Developer commentary: This type of weapon was not very popular among players, and therefore it was decided to update the indicators of magical power. We hope that this will allow classes based on this stat to use two-handed weapons more often and more effectively.
what about two-handed sword & axe, i'm sure those kind of wapeon are also unpopular and yet they don't get any special buff
example: two-handed sword now give 6% of speed
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nilozero got a reaction from Khrone in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
Change of magical power in two-handed maces and spears
For all two-handed maces and spears the value of magic power was increased by ~18%. Developer commentary: This type of weapon was not very popular among players, and therefore it was decided to update the indicators of magical power. We hope that this will allow classes based on this stat to use two-handed weapons more often and more effectively.
what about two-handed sword & axe, i'm sure those kind of wapeon are also unpopular and yet they don't get any special buff
example: two-handed sword now give 6% of speed
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nilozero reacted to lore in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
because its too smart
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nilozero got a reaction from Khrone in [2021.12.17] Atualização do Warspear Online 10.2: Coração da Cidadela. Prévia. Parte dois
Briza Perigosa
ovo ficar mt loco nesse natal
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nilozero reacted to Khrone in [2021.12.17] Atualização do Warspear Online 10.2: Coração da Cidadela. Prévia. Parte dois
Que nome peculiar
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nilozero reacted to William A Bueno in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
Why the only class with AoE stuns from legion is receiving this kind of nerf?, this will be a huge disadvantage in war, now i can see legions in all servers losing every war from now on.
I think the developers should try to install the game and play it. Is not possible that you having played say that just a little % in a complex combo (have even developers try to use warlocks combos and realize how ineficient they are?) of 2 expert skill, that takes a lot of time to activate as hex + dark seal can compensate reducing the only stuns that actually are the reason of the survability for warlocks, warlocks don't need dmg reduction, they're not tanks, they're not supossed to take damage, they stun and recover the hp while the oponnent/monster is under stun. Please reconsider giving this nerf to the AoE stun capability from legion (it would be better nerfing the survability skills than stuns) and also a rework to the never used bloody tribute skill. I'm spanish sorry if i said something in a confusing way.
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nilozero reacted to Higgings in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
In my honest opinion, in order for this change to be effective, DKs should be able to cast flames independently if the skill gets resisted or not. Against Raid Bosses we are basically handicapped by one skill (since they resist it). Enemies who resist it cancel the skill completely, and we need almost 30 seconds in order to apply it again: an eternity in PvP scenarios (not to count that nobody is stupid enough to stand on flames, and being the area 3x3, it's pretty easy to avoid)
I think it's fair to at least apply Flames independently of the presence of the debuff. In other words, make flames appear even if the skill is resisted.
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nilozero got a reaction from Mczohan08 in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
many brb complain about berserk power animation and the duration, and skills like warden fortication & bd passive, paladin aura they work like berserk power so why devs dont touch in this skill ?
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nilozero reacted to Lwn in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
Barbarian ston skill is countered by almost all class with the help of Reflection damage skill in weapons and it's not op than wardens stone skill which is permanent.
Barbarian losses stone skill easily and enemies can hit free to kill him faster.
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nilozero reacted to Hossein in [2021.12.13] Warspear Online Update 10.2. Preview. Part one
necros more op now lmao...and sadly always work on elves rip mcs...
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nilozero reacted to Dethor in Primal Instinct - A Barbarian Rework
As for Barbaro's animation, there's one that I'm in mind, I think it would fit really well with the "Berserker" effect. The Pet "Flaming Lion" has an ability that involves your character with a Flaming Aura, I believe that if you changed the color, making it more reddish, it would combine very well with Barbaro!
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nilozero got a reaction from Matador in [2021.10.15] Skill Rebalance. News
give a stun for chieftain, rugged hide already sucks lasting only 12s no to mention is a active skill so you have to active it then you get a control abililty next you rugged hide end then you die miserably, the classe is good for gvg but for x1 & arena is fragile , like seekers was in the past. talking in seekers this classe has 3 control abilitys and chieftain has zero
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nilozero reacted to Arthas in Primal Instinct - A Barbarian Rework
PRIMAL INSTINCT
This is a plea to ask for a lot of thematic and balance changes to the BARBARIAN a class i've loved since i was a kid and have played it in most RPGs , sometimes not with the same "class name" but always the same idea behind its construction.
1) Concept
For some Barbarians, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. (D&D 5th Edition)
2) Problems
3) Solutions
Ps: I'm not saying Barbarians are weak, we are not, we can take a lot of damage. What i'm saying is that is not what a Barbarian is , and we do not have options. We are forced to play as tanks , because our only expert skill stun is locked to shield, and 2-handed weapons do not increase enough dmg to compensate for the attack speed loss at all.
I hope Barbarians get some love on the next updates.
@Nolan @Akasha @snorlax @Cardinal @ThiagoWanted @Holmes
Credits :
Most of my skills % data came from this post
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nilozero reacted to Salazam in SUGGESTIONS FOR CHANGES TO THE CHARMER
it's no secret that the charmer is being an above average class at the moment with the physical build. spam from dogs in the area can be problematic for some classes (not so much for others). but I'm not here to talk about the charmer's dogs, I believe the DEVs will do their best to balance the class in the next update.
I came to make some suggestions for changes in some of the charms' skills
GOADING (aggro skill)
the only aggro skill of the charmer. i don't think the charmer and the templar need any other aggro skill, but the aggro skill of these two classes need to be improved to make up for that.
in the case of the templar and the charmer, this skill should have a lower DC, something like 10 seconds, as it's the skill used both for aggregating a target and for multiple targets.
and in the case of the charmer, the skill's range should be increased, to be standardized with the templar, which is 3m.
changes
CD: 14s to 10s
area of effect: 2m to 3m.
with these changes it would be much easier to play as a tank with these two classes, without needing to add another aggro skill unnecessarily.
OTHERWORLDLY FIRE (rework)
this is a weak ability, even on buildings aimed at magic damage.
its cooldown is very high, damage is low, area is small, and stun chance is low.
this skill needs a good targeting, being a skill with a single function, in this case it would be to deal damage in area.
increase skill's range of action to 2m (5x5), remove skill's stun chance, reduce cooldown, increase skill damage depending on character's spell power, add chance to burn enemies hit, dealing damage over time.
changes
CD: 24s to 20s
area of effect: 3x3 (1 m) to 5x5 (2 m)
increase damage
add a chance to burn targets hit for 8s equal to the character's ''critical hit''
remove chance of stun
SUMMONER SKILL (interaction with relic)
this is a very good skill, actually for her I come to make a small suggestion.
this ability cannot critically hit normally. however if the charmer uses an ''Icy relic if cruelty'' it makes the area damage of that skill critical, ignoring a barrier that exists within the skill.
change
my suggestion is: make this skill critically hit even without using the relic, or completely remove the possibility of this skill causing a critical hit, even with the Christmas relic.
EYE OF DARKNESS (buff)
this is an ok skill, not very good, but not bad. I suggest increasing the effect duration at all levels, to avoid skill spam, and maybe add some new effect to the skill as well.
change
increase skill effect time
HELP OF CHAOS (buff bird atk range)
arguably the charmer's best magical ability, but he's a support pet, and often when he gets into melee range to perform a basic attack he dies. my suggestion is to simply add some attack range to the bird.
change
increase attack range: melee to 3~4m
visual update for pets
without further ado, it would be nice to make some updates to the look of the charmer's pets, the game evolved graphically, and the pets summoned by the charmer turned out to be ugly and outdated, it would be amazing to make some visual improvement on both
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nilozero got a reaction from Speedom in [2021.10.15] Skill Rebalance. News
the side effect you are talking is slowness right? if yes i agree
the chieftain'fragility is very similitar to seekers in the past, i'm saying it cause i had a seeker, i know very well what is die easily and the buff that seekers recived is rightful
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nilozero reacted to WantFairGame in [2021.10.15] Skill Rebalance. News
Remove rogue in mc side, people can start play another classes and it would be good balance
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nilozero reacted to Strymor in My opinión about reworks or new skills barbarian
-Shield hit damage should get a bonus based on the user's defense.
-Defeat should be able to transmit the hemorrhage to enemies hit by it.
-The berserk lasts a very short time active, the parameters are fine, but its duration is very very low.
-Last wish was better when it gave you seconds of immortality, it is a skill that nobody uses 4/4, to make it more attractive, massive life regeneration effect or auto fill health could be added, like an extra life.
-shout of fury I think that is what it is called, it is a skill little used because the maximum blockade 25% is easily reached, half of its function is useless, this skill practically only serves to reduce the penetration of the enemy which also does if few use it, the part that gives block and that bypassing or reflecting a part of the damage could be replaced (the latter in turn makes it more desirable to use relics of retribution and use the 4 pieces of said equipment and their runes) instead , or even reduce another enemy parameter. -Adding some extra area damage skill in exchange for a% of their life would not be bad since if we talk about barbarians they were large and strong warriors who went beyond their wounds and delivered to combat, like a thirst for blood that enters The more wounds they had were called more anger and adrenaline and made them very dangerous.
-As I mentioned before maybe something that reflects damage between its abilities or a passive could be expensive to give more value to the retribution equipment.
I hope this serves as a contribution to generate good ideas and above all contribute to the good development of the game.
Thanks -Strymor-
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nilozero reacted to Strymor in My opinión about reworks or new skills barbarian
Not only buff, i speaking about the ablitys have a unuseful parts of skills, but telling about bff, the bleeding skills is very very los dmg, what is his funtion? Igual say, why put skills to you dont use, un this case is better érase this skills
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nilozero reacted to PureSix in [2021.10.15] Skill Rebalance. News
Let's start with the fact that the developers have established a good balance of classes, there are classes that are clearly stronger to climb into the current state, but you start to locate yourself, you start to reckon with the fact that there will be a balance of classes, the problem should be addressed prominently and differentiate the world pve and pvp, at the moment I feel,
necromancer deserve buff in terms of pvp as well as deathknight a paladin to the subject its hard , when he is alone he is easy target, but if he got teammate it is practically impossible to kill him and his partner (mainly thanks to scared shield) druid is strong and, hard to kill and a lot of stuns that can make permanent stunned. warlock lost a lot of quality by introducing resistance, was stun based, lost one attribute, and now dont work always. charmer and bladedancer, ranger are still very strong, Chieftain is just a solid class, they are better at pvp better in pve, but also there are worst. I understand all want the class that he play was best, but I don't think so if it's main idea of balancing classes.
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nilozero reacted to Salazam in CHARMER in gvgs
the damage of the skill would not be massive, the idea is that it is something small, but that it exists.
it is difficult to say what charmer could win to become good in gvgs, without becoming OP in other content, after all charmer is a complete class. the only reason not to work on gvgs is because their damage comes mainly from pets, and we can't count on pets in a gvg.
this change would try to make up for the failure of pets in a scenario of many targets, which is where the charmer has difficulties.
whether it would be enough? probably not, but as i already said, it would be better than nothing.