Jump to content

Salazam

Guardian of Spear
  • Posts

    995
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Salazam

  1. any dk with a good amp and the right build will tank a lot, even without many buffs.
  2. As a beastmaster player I can say that it is not easy to kill a dk, just like any other tank class in the game (except barbarian). dks are not weak, but people want to play as a dk dmg Chiefs are not the only ones who can deal with the elf classes, they are not the only MC class in the game. There are reapers, charmers, dks, everyone can have a good survival. but you're right, chief is currently the only class that alone can handle more than 10 elves, and that's not something that should happen. I didn't just propose a reduction in the chief's tanking capacity, there are several other changes.
  3. I don't know about the dks you know, but the ones I know can play the role of a very good tank. high vampirism values, damage reductions, controls. But I think discussing this would be better for another topic
  4. Как насчет увеличения времени восстановления навыков вождя в 2 раза?
  5. dk is an excellent tank, has area damage, good survival and control. there are also reapers who can help do frontline this is not true chieftain needs changes that make him tank less and reduce his interaction with the t5 book.
  6. On the Brazilian server in particular, the legiao is lazy and disunited, and it's also normal for a group of players to do this. The same thing happened a few days ago with 3 chieftains blocking DG 32 of the sentinels, but I didn't see any post about it.
  7. I made some specific changes to this specific skill some time ago. Speaking of mages, they can make a good front line even without damage reduction, (in a gvg the barrier is not that strong)
  8. Если все зависит от таких сильных игроков, как ты, легиону действительно пришел конец.
  9. people are so conditioned that chieftains need 70% damage reductions that anything other than that seems like a gigantic nerf. would you become a more fragile class? Yes, that's the intention, to depend more on your healing and other tools in your skill kit, to know when you can or can't get into a fight. Several other changes were made to ensure that this nerf was not so noticeable in large-scale fights, such as the addition of area healing (multiple chieftains = more survival for the front line), a new teleport, without depending on talents, more consistency in damage, as well as increased explosive damage for the magical chieftain
  10. As I said before here, don't get so attached to the numbers, but rather to the reformulated effects. numbers constantly change in tests, if 40% is not enough, it should be increased. however, the main idea is to be a fixed, long-lasting reduction (avoid synergies with high recharge values and book t5), also to remove the ability to be used on allies (prevent a single chief from protecting two people). a shaman has a 50% reduction for 8s and is already quite strong, the chief's reduction would become a long-lasting ability, so you need to think before throwing yourself into the middle of many enemies. chieftains are not a tank class. They need to be in the middle of combat, of course, and for that they have damage reduction, but a damage class throwing themselves into the middle of many enemies without any concern is not something that should happen. one thing to remember, my suggestion is mainly a nerf to the strongest damage reduction ability in the game. This
  11. I'm not against this idea, your idea of octopus replacing dogs, I'm not against it either. I think you can do a lot of things in the class, but devs need to decide some paths to follow and others to ignore. Today I was watching some videos of a magical charmer in the arena, he was very strong of course, but he was simply ridiculously strong, if he had the damage of a physical charmer nothing could stop him. Here are some videos, he misses the arenas but you can get an idea of some things.
  12. There are many problems with the magical walrus construction, fortunately or unfortunately if this change were to happen many others would follow. I'm an advocate that charmer should be a 100% staff class, but if that were to happen, it would need a lot of changes. currently charmer is a class that has high damage (physical), high healing (staff magic), good control especially using staff. Of course, there wouldn't be skill points to improve all skills, but it would be easy to make a massive healing + damage build with the magical wolf horde.
  13. imagine a bm without the beast. it would be weak, nothing special. Now imagine the beast without the bm, it would be weak, yes it would be weak, it would not have cures, it would not have atk speed buffs, damage, it would not have area damage, it would not have control. both are part of something unique. NEVER ONE, WITHOUT THE OTHER
  14. https://youtu.be/-oK2FrAr92Y?si=iUCni2IIKVeMWLIJ
  15. chieftain is a high damage class (that wouldn't change, in fact it's likely he would have more damage after the adjustments), having so much damage reduction doesn't make sense. Furthermore, one of the reasons for this change is to reduce the difference between a chief with immense amounts of CD to the average chiefs. and remove the interaction of this ability with the orkinus book These changes are not buffs, they are adjustments, you gain something and lose something. would gain damage, group support, lose some defense and single target support. would lose movement speed, gain teleportation. There are two sentinel classes with target-independent mobility skills (mage and paladin), and only one legion class, (reaper).
  16. the skill is currently very strong, and 40% damage reduction is no small feat, in addition the chieftain has a healing skill to help, in addition to vampirism. Taking into account all possible factors and also the fact that the ability would always be active, this reduction would be very good, and as I already mentioned, it would be a testing space, if it became too weak the % would have to be adjusted. The main idea here is the change in the sa skill effect, the % is not so important. This is the place for you to express your suggestions, share with us your ideas or tips that could help with chieftain corrections
  17. not permanent with mana consumption, but a normal buff skill with increased duration It could be a passive too, but then the values would need to be rethought It turned out to be a long post, I would like you to take a look. @Dr Strange I'm not sure if you come here often
  18. one of the parts of the edit is that the ability would have an increase of 12s in duration at all levels, in addition templar and paladins are classes with high support, unlike the chieftain, to compensate for this change other changes were made so that the chieftain would not completely lost its support capacity. They have healing but damage reduction is not fixed. Furthermore, I made an edit to this skill in my post. all skills have extra effects seekers: Inv, mov speed and stun bms: removal of debuffs and mov speed (without pet) or possibility of saving for the pet. chieftain: Damage, movement speed and slow to the enemy. the skill would not be useless, it would still have the damage, it would still have the permanent movement speed and it would still slow enemies. this is an extremely powerful ability and needs to be adjusted.
  19. This is a post to discuss the "Chain lightning" ability and mentions of similar abilities described above. If you think the beastmaster is an unfair class or something like that, I recommend creating a post about it. also, why would it be 2v1 if the pet is part of the beastmaster abilities?
  20. Maybe a flat reduction of around 40% for a long time would be a good option. In my opinion, one of the best ways to balance this ability is to make it a long-lasting effect. weaker but permanent reduction, without changing strength as the chieftain loses HP
  21. As I said above, I think the main thing here would be to make it an ability that is always active, regardless of books or CD, it would be easier to balance and find an acceptable damage reduction value, if the values are low, just increase it a little. about using on allies. There are some moments where this ends up getting in the way, making it a personal skill makes its use faster and more consistent, and avoids creating the problem of a single chieftain keeping the skill active in 2 different players. maybe a flat reduction of 40% +/- would be the best option. BM initially has 35%, which can be reduced throughout the battle, but they have other forms of defense, chieftains only have leather. in fact seekers and beastmasters only have 35% movement speed, only the chieftain has 50%, this reduction actually serves to make the 3 classes equal About damage, for physical ones they were moved to The Blow of the spirits. for magics it would no longer be a mandatory skill, after all the old mouse would become a movement skill, similar to teleportation of wizards, paladins and reapers.
  22. magic damage + physical damage = final damage of the skill. similar to the templar's shield and the beastmaster's pet you would have a new ability for locomotion, so the movement reduction wouldn't be so bad. about the damage of both this ability and frenzy, are being added to "Blow of the spirits" it wouldn't be that strong, defense increases give a very low overall reduction, especially in pvp. but the values could be adjusted, after all it would become an area skill, and today it is a single target. The idea here is to give a new form of mobility to all chieftains, as they would have less movement speed. and provide some value to talent in different scenarios of the game. in a DG with many mobs, like the Ancient Temple, you could group the monsters together for a quick cleanse with the Eagle's eye, in GvGs it would be an option to consider to group enemies. for arenas it might not be as strong, but then you would have the option of using other talents. this is the strongest damage reduction ability in the game, together with the orkinus book it leaves the chieftain very strong and with no counter attack options. Making it a permanent buff would make it easier to control its power, if the reduction is low, just increase the values. I personally don't believe much in twin classes, even the most similar ones are still very different. This change along with clan's help is to bring the support of a chieftain and a beastmaster a little closer together. They are not the same classes, but they both play an important role on the front line, and chieftains providing defensive power to nearby allies may be what is needed for legionaries to have better defensive capabilities outside of shaman totems.
×
×
  • Create New...