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Kamisama

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Posts posted by Kamisama

  1. now it would be great if you make Ancestors's Power skill not actually nerf you .... 

    i undrestand it should remove Thirst for life (mm first skill) but why it removes every other single buff including resilence and ferocity and also PERMANENT skills ? why its named permanent skill then ? xd

    if you use it you will lose your dmg and pene ,and accu buffs . so with that 80% attack power you do same auto dmg as before . but you lose your crit and good stats and cant use ability :) 

  2. 1 minute ago, KingEricc said:

    Lol all chiefs and dk do is spam ls in wars and spam the same skill on flag. It needed to be nerfed. The skills they were spamming does more than 1.5k dmg each 2 seconds, doesn’t matter if they’re dead also because the skill would still be active and dealing damage for the remaining time of the skill, then you all just spam ls and keep abusing the skill. Don’t come here crying about broken tactics you are using to win in game events and be mad when they actually patch it.😂😂 as they should.

    i do agree that it needed to be nerfed , but not ENTIRELY killed , all they did was just killing the skill not nerfing it .... , they could make aoe not do dmg to destructible objects when the caster is dead , why they didnt ? it would fix the problem , and all you are doing is denying the fact that they pay more attention to elves rather than mcs XD as if templar isnt enough to shoot everyone from near flag :) look who is talking about broken tactics XD

  3. 7 hours ago, lore said:

    can you please explain how it is getting worse with this update?

    chieftains and dk lost their dmg to pylon , flags and etc .... 70% of magic dk dmgs are from knight curse which now wont do anything to destructible objects 
    chieftains could do something from distance before by using skills that had longer range , but now they cant :) same goes with shaman fire totem , they wont do dmg to pylons now which i think is weird as hell .... , on the other side elves still have overpowered seekers which all they have to do is auto click on pylon and flags , i saw elves guild at second stage of mermen fight they use Only 5 seeker to attack pylon and the rest of the guild just use pvp and block us , same for war flags , 5 seekers will do equal dmg to 20 mcs =) , Warspear is perfectly balanced game with no exploit ;)

  4. i would like to KINDLY ask why seekers aoe can still do dmg to destructible objects ? ?????????????

    4 hours ago, Higgings said:

    It was the other way around earlier. A 0 def throne with 50k hps in a maxed lv5 castle... litterally one Blessing Wave and the throne was destroyed, even with guild globe active. 

    they should have atleast increased capture time .... how do you expect to win a castle fight when gates and throne have resilence now in only 20 min ? oO

    On 3/11/2022 at 2:13 PM, LeeLoo said:

    Fire Totem (Shaman)

    AND IM PRETTY SURE THIS ONE IS NOT AOE SKILL 

    just make skills like these dont do dmg to destructible objects if the caster is dead , not entirely lol ... you are killing dks and chieftains in wars and mermen fights.....

  5. i think the dmg reflection change helped it a little bit , but did not change it as much as to make people go for it , from what i calculated the max reflection you can get is 31~32% (without book), but the cost is too much , you have to sacrifice other stats you can get for reflection , there is no red set of equipment for dmg reflect , and your Steal Health wont work with dmg reflect , maybe people still would go for it if there was a weapon with dmg reflect , or you would let at least half of our Steal health work with dmg reflect , this is just my opinion

     

  6. 14 minutes ago, Crowns said:

    I enjoy how much salt there is on the elf side about chieftain's AOE. More salt than the ocean lol. Come what may with the nerf but boy did I enjoy magic build and it's certainly funny to see the usual overpowering Sentinels complaining about it cohesively just because they can't overcome a bunch of decently built chieftains. 

    I'm actually looking forward to the next rebalance after this to see what else they can cry about lmao. 
     

    next they are going to cry that hunter is too overpowered :|

  7. 20 minutes ago, Fabr said:

    the magical chieftain gets a lot of magic damage with well amplified maces and % magic damage accessories, this combined with % based damage skills made the chief do absurd area damage with only 2 skills. Certainly deserved that nerf.

    as a chieftain myself , i do agree that nerf in magical skills was needed , but what i dont undrestand is why they nerfed the physical one too ? 

     

  8. On 10/16/2021 at 12:36 PM, Deimus said:

    That can be arranged by add limiter of summons on the arena!! But you are only thinking on arena 😔 You didn't think on PVE where charmer depends a lot from wolfs because its attack is weak and wolfs is strong!! By the way 9 and 6 its already on charmer.

    Now correct me if i am wrong!! On number 1 of the Call that you propose that will be EC skill that will last for 26 secs or its the wolf that will have duration of 26 secs?

    There isn't mana reg rings at lvl 13 😒 neither belt and more the normal harmony crystals are too expensive!! Every thing on market is expensive😡

    so uhhh . i think you didnt undrestand completely , as for number 1 on skill Call , it is total buff ... , right now Call skill have 26 sec cooldown so charmers summon wolves every 26 sec without any cd and wolf duration is 26 sec , but with what i said it will summon wolves every 15 sec , which is faster than what it is right now , also what i said wont make pve charmer but stronger , reasons are 1- wolves will follow charmer even if he change map , which is much more better because charmer have stack of 4 wolves around him with relic on Call and expert skill +70% time all the time , and wolves are not weak .... with expert skill 4/4 they do tons of dmg , for example charmer with 900 physical dmg , wolves will do 1k dmg (with expert skill that targets enemy) and they also do aoe , btw wolves attack every 2 sec .... then it is 4k dmg per 2 sec + aoe dmg which are always with charmer , i dont know what is weak about this 

     

    so for 9- on what i said , nope i think you didnt test it out , charmer wolves wont get value steal health from charmer , you should test it out , and also please focus that i said it will heal charmer instead of wolves ..... 

     

     

    and for mana regen i told you , im not talking about rings with mana regen because they dont exist at any level , im talking about crystal on lvl 13 ring and belt , also Harmony crystal is pretty cheap compared to equipments or other things , this is pay2win game bro XD 

     

    i beleive what i said will make charmer extreamly powerful in pve not any weaker....

  9. 10 minutes ago, Deimus said:

    Nothing less than nerf was presented here!!

    i see that you call these nerf as well .... 

     

    48 minutes ago, Kamisama said:

    9- Value Steal Health of charmer will transfer to wolves , and the dmg that Wolves deal will heal Charmer instead of wolves 

     

    48 minutes ago, Kamisama said:

    8- wolves can now attack castle gates (or gvg gates)

     

    48 minutes ago, Kamisama said:

    6- critical dmg increase work on wolves too 

     

    also when basic skill is energy consumption you can use relic -50% mana it consume 

     

    10 minutes ago, Deimus said:

    1- Call its already good how it is! Its summons and do what they want!

    1- charmer can control which target wolves attack , so summons wont do what they want 

    2- call is already good how it is ? then u think its fair to have 4 wolf summoned in arena and they attack while even charmer is stunned ? or in wars or gvg which they will do massive aoe while take low dmg ? 

     

    and i think you should know that this game is not focused on lvl 13 players honestly , please also note that lvl 13 cannot use expert skill so if u have mana regen on only belt rings and cloak you will have far more mana regen than enough ... 

  10. I say this as a charmer player , that in gvg , arena , wars charmer is unbalanced .... here is my idea to Fix this class (not nerf it) 

     

    lets start with the most important skill " Call " 

     

    my idea for fixing this skill is this : 

     

    1-make Call skill an Energy consumption skill that summon 1 wolf every 15 sec for 26 sec 

     

    3-when charmer is stunned or is under any control skill , wolves will be also stunned 

     

    4- when charmer dies , all of his wolves will die with him 

     

    5- if charmer change location , wolves will also change location with him 

     

    6- critical dmg increase work on wolves too 

     

    7- attack str and attack speed of charmer will be added to wolves 

     

    8- wolves can now attack castle gates (or gvg gates)

     

    9- Value Steal Health of charmer will transfer to wolves , and the dmg that Wolves deal will heal Charmer instead of wolves 

     

    now for "Combat Healing" 

     

    1- if Charmer Physical dmg Value is higher than its Magical Value , this skill cannot be cast on self 

     

    skill "Chaos Assistance"

     

    1- if Charmer Physical dmg Value is higher than its Magical Value , this skill cannot be cast on self 

     

    Charmer is supposed to be able to be Healer or Tank or Damager , not to be Healer and Tank and Damager at same time 

     

    i think this will fix this class for wars or arenas , for all u have to do is stun or kill charmer first and his wolves do nothing while it will also give some love to this class at pve .

     

    if you do not agree or have better idea or you think im right or wrong please let me know =)

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