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  1. когда маг использует навык ''Волшебный запре'' на Ловчий, как собственные мощные эффекты персонажа, так и Луны уменьшаются из-за отрицательного эффекта навыка мага. (When a mage uses the ''magic ban'' skill on the beastmaster, both the character's own potent effects as well as the Moon's are reduced by the negative effect of the mage's skill) Video.Guru_20230819_181202627.mp4 это действительно должно так работать? @Shimarin @Dr Strange @Holmes
  2. Chieftain, one of the most popular classes on Mc Side. Why is "swooping army" aoe skill, able to stack with other another chiefs skill. Isn't this kinda broken? I remember, cause of the exact same reason, Mages skill "Blazing Ground" was able to do stack with another ground before, but the game has changed that. now it can not stack with another ground, Same goes to rangers trap. So how is this fair, that Chieftains aoe can stack ? The Idea to test this thing, came into my mind last friday, when there was a lot of chieftain at the war. I unitied my guild, we were alive for 1 second. same thing is going on at raids. So why did the game allow this skill to stack? You can clearly see, that there is literally no chance to stay alive, when theres at least 10 chiefs using that aoe. a Video of Chieftains "Swopping Army" Unbenanntes Video – Mit Clipchamp erstellt (5).mp4 Unbenanntes Video – Mit Clipchamp erstellt (8).mp4 A video of Mages "Blazing Ground" Unbenanntes Video – Mit Clipchamp erstellt (3).mp4 Im expecting the same treatment, they did to mage, because this is ridiculous. (dont let it stack) not even locks Pool stacks.. I believe theres a big reason why. Unbenanntes Video – Mit Clipchamp erstellt (9).mp4 I dont think that this fair for anyone, to avoid stacking, make the radius of this skill smaller, maybe as big as ground is. 50 chiefs are being able to just use swopping army and nuke whatever they see. This should be changed as fast as possible. @Dr Strange @Nolan
  3. Atualmente no jogo há presente três habilidades de algumas classes que possuem uma área de efeito diferente das demais, (O chamado "Diamante"), que pega o contorno do personagem e um pixel a mais em cada meio do centro, tornando uma área 4x3 igual segue representado na imagem abaixo; As classes que possuem esta área de efeito hoje são: Paladino e Mago, oque acaba sendo uma vantagem em certos momentos ter este pixel extra em cada extremidade ao seu arredor, coisa que outras classes como o Cacique possui a mesma mecânica de usar a habilidade e ela sair em volta de si, porém não pega esta área de efeito na imagem acima, segue demonstrações das habilidades na prática; Paladino - O paladino há apenas uma habilidade, mas em certas ocasiões ela pode se tornar muito útil por ter esta área de efeito para atingir inimigos. Assumindo a posição de 2 (dois) de distância do alvo e em seguida um acima para demonstrar a área de atuação; Em algumas situações isto pode ajudar bastante caso não pegue ninguém ao seu contorno, segue outra imagem mostrando usando na mesma distância do manequim mas um pixel para cima; Acaba falhando, como dito no inicio, a área é somente um 4x3. Vamos seguir para a outra classe que também possui esta mecânica. Mago - Já o mago possui duas habilidades, que da mesma forma do paladino o ajudam bastante por este pixel extra. Assumindo a posição de 2 (dois) de distância do alvo e em seguida um acima para demonstrar a área de atuação; Para controle em batalhas PvP ou contra mobs PvE acaba sendo bem útil para manter distância, além de quando pega ele empurra mais um pouco o alvo e aprisionando junto. Como dito no inicio, apenas uma área de 4x3. Estilhaços acaba ajudando a dar um controle em alguém corpo-a-corpo mais facilmente (se upada há a certa chance disto) que o ajuda bastante nesse quesito. Como dito no inicio, apenas uma área de 4x3. ~ Sugestão para este caso; Para ser justo as outras classes que tem a mesma mecânica de habilidade ativar em torno do personagem ao clicar como a "Olho de Águia (Cacique)"; e a área não ser neste formato 4x3, as mesmas que atualmente são assim poderiam se tornar igual a todos que não possui tal mecânica, (reduzir para apenas 3x3) ou então aprimorar este um pixel nas que possuem a mesma função de clicar e se ativar em torno do personagem mas a área efetiva não ter o mesmo alcance, para que fique de uma forma igualitária para todos, por que qualquer pixel de área extra faz total diferença no funcionamento e efetividade de uma habilidade.
  4. Descidi fazer este post nessa seção pois irei colocar algumas sugestões para mais de uma classe. Acredito que o jogo está proximo de um bom balanceamento no quesito GvGs, mas falta algumas coisas para ambos os lados, para melhorarem suas capacidades, além de que existem diversas classes com uma utilidade baixa demais para esse tipo de conteudo, que vem aumentado a cada atualização do WS. Tentarei suprir algum ponto negativo da classe bem como da facção usando algumas das sugestões a seguir. DRUIDA Árvore das Estações ALCANCE: 4m MANA: X CD: 30s EFEITO: Posiciona uma árvore mágica na área (5x5) por 14s, a cada 3s a árvore aplica um efeito negativo nos inimigos por 4s, alternando entre um efeito negativo de atk e negativo de defesa. DEBUFF DE ATK: Diminuição de Precisão, Penetração e Acerto Crítico DEBUFF DE DEF: Diminuição de Defesa Física, Mágica e Esquiva Esse é um esquema do padrão de aplicação de debuff da árvore. A intenção com essa habilidade é melhorar o poder dos druidas em confrontos de larga escala, bem como proporcionar aos sentinelas um pouco de poder ofensivos em debuffs. Essa habilidade foi pensada como um análogo do ''Totem da Fraqueza'' dos xamãns. Esse é um exemplo de como a arvore poderia ser, uma árvore mais simples, para evitar poluição visual, a cor da arvore poderia alternar a cada 3s para refletir seu efeito. WARDEN (GUARDA) Estandarte de Nuadu RANGE: 3m MANA: X CD: 30s EFEITO: Coloca uma bandeira na área selecionada (5x5), a bandeira aplica o efeito negativo ''Vigiado'' aos inimigos. Esse efeito negativo reduz o parâmetro de penetração dos inimigos e os silência sempre que eles usarem uma habilidade, também causa dano aos inimigos quando silenciados. DETALHES: O efeito ''Vigiado'' pode ser resistido, fazendo com que o inimigo ignore totalmente os efeitos da bandeira. Esse efeito faz com que os inimigos na área percam penetração, e caso eles usem uma habilidade recebem dano e são silenciados por um breve instante. O ponto com essa habilidade é fazer com que o guarda tenha uma habilidade mais voltada para o PvP, além de melhorar a classe para confrontos em grupo. Essa é a bandeira do paladino, a bandeira do warden poderia ser similar, alterando as cores para representar o warden, bem como trocando o simbolo do marte, pelo símbolo dos Guardas. MAGO Inferno Flamejante RANGE: 5m MANA: X CD: 25s EFEITO: O mago marca uma área (5x5), após 3s um grande meteoro cai no local, causando dano mágico aos inimigos e reduzindo a defesa mágica deles. DETALHES: Uma habilidade similar a de alguns boss como o Olmo negro, onde o inimigo tem algum tempo de reação. Essa habilidade causaria um bom dano mágico, e reduziria a defesa mágica dos inimigos. Algo que os sentinelas não possuem. CHARMER (ENCANTADOR) Demônio das Profundezas RANGE: 3m MANA: X CD:30s EFEITO: Evoca um monstro no local selecionado (5x5) por 15s, o monstro causa dano mágico aos inimigos a cada 3s e os silência por um pequeno instânte. DETALHES: A duração do PET pode ser aumentada pela habilidade ''Pacto Demoniaco''. O pet possui vida e pode ser morto, a vida do pet é equivalente a vida do lançador ->100% da vida, 100% da vida, 150% da vida, 200% da vida. O lacaio não pode se mover nem ser atordoado. Esse é um exemplo de como poderia ser o visual do demônio convocado pela habilidade, algumas mudanças nas cores para roxo/preto para refletir melhor a skill do encantador. NECROMANTE Purificação Proscrita RANGE: 5m MANA: X CD: 30s EFEITO: O necromante remove todos os efeitos negativos dos aliados na área selecionada (5x5), e aumenta as defesas física e mágicas dos aliados, o valor de defesa aumenta para cada efeito negativo removido. DETALHES: Remove efeitos negativos e aumenta a defesa, para cada efeito negativo removido, o valor de defesa aumenta. Exemplo: Aumenta 20% das defesas + 5% para cada efeito negativo removido. Com a adição de alguns debuffs para o lado sentinelas, o lado legião iria precisar de alguma habilidade para tentar combate-los.
  5. Hi devs, I want to suggest for the mage's Time Warp. Can you make it like magina's blink in dota 2? Where the skill will be executed even you didn't reach the spot where you point the skill. But still teleport in the direction where you pointed it to. I think it would be best for mage's today to have the ability to blink out not just blink in. Because many character classes now can burst mages in few hits. And the game it seems have delays. You always think in your screen you already reach the range of the time warp but the skill didn't cast because in the server you are still few tiles away. Not to mention when you are attacked by a lot of mobs or players. The mage always flinch unable to cast Time Warp. And I think the devs gave this skill to mages to use for escaping too. So why not make it more useful for escaping. And make mages more agile in battle. In my view this tweak won't give huge impact on mages overpowering other classes. Sincerely, Apasserby
  6. Here is the problem about mobility! Now we have: The seeker who can walk faster The mage who can jump The paladin who can jump The blade dancer who can rush The rogue who can jump on target The barbarian who can jump on target Pay attention, we have 4 classes with mobility mechanics on the Sentinel side, and all those 4 do not require a target to gain Square meters of advantage when moving to an objective. On the Legion side we have 2 classes who do need to get a target to move forward. So during Guild vs Guild games if it's required to reach a point faster, even with the 30 seconds skill lock on the mermens trials, during the whole match, the Sentinel side will have a big advantage getting someone there first, always! There is no way if you have to walk 200 Squares into a line any class from legion be there faster than a seeker/mage/blade dancer/paladin! this is the problem, they will reach the position first, even if they get wiped as many from the legion, they will be able to reach the objective, fight again faster! this is not fair!!!! Legion do need more mobility just as Sentinels have! The lock skills at the start of mermens trial if very fair but it do not solve the imbalance we have when someone can revive and get back into battle faster then the other side!!!! Please take a note into that!!!
  7. Pls, don't hate me, these aren't nerf suggestions, just some ideas. I did the same thing for Warlocks. Temporal Distortion: Increases damage. This would be the main AoE damage skill of the Mage. Instead of dealing damage in the Mage's destination, deals damage at the origin of the teleport, so the Mage can take distance of the enemy and attack from a safe range (actually, the Warlock needs something like this). 1 and 2/5: Base range 3 and 4/5: +1 meter 5/5: +2 meters Stone Shards: High Stun chance (almost 100% at 5/5) but highly decreases the base damage. Increasing the skill level increases stun time (a little), chance and damage (a little) Solar Armor: (Rework) Ignore part of the damage of the next hits done to the Mage and deals some damage to the enemy. 1/5: Ignores 40% of the damage of the next hit and deals 30% of the Magic Damage to the enemy that attacks. 2/5: Ignores 50% of the damage of the next 2 hits and deals 35% of the MDMG to the enemy. 3/5: Ignores 60% of the damage of the next 2 hits and deals 40% of the MDMG to the enemy. 4/5 Ignores 70% of the damage of the next 3 hits and deals 45% of the MDMG to the enemy. 5/5: Ignores 80% of the damage of the next 3 hits and deals 50% of the MDMG to the enemy. Aura of Fire: Leaves a 3x3 fire trail every 2 seconds where the Mage passed. Increases Solar Armor damage. If the Mage uses Temporal Distortion while this skill is active, leaves a 3x3 fire trail from the origin to the destination of the teleport. Ethereal Barrier: Has a cooldown. Example: 4/4 Ethereal Barrier: The Mage still ignores damage every 2 hits, but has a 4 seconds cooldown, since the Solar Armor would ignore damage too. Other skills: Increases the damage of the ranged skills to value them.
  8. A mágus nem tudja felszerelni az íjat. A Ranger nem képes felszerelni az alkalmazottakat. Vigyázz a sörömre!
  9. Челенж на аренку 1х2
  10. it's ridiculous the stun percentage of the burning ground.I increased the skill at most and even then it almost has no effect. my fireball is also at maximum but it does not do much good.
  11. Well I'm currently playing a "Hunter" class right now He's lvl 12 and I've had many dungeon quests and as the noob weakling I was (and I am still now), I always tend to ask for help from the World Chat or my Guild. So I really loved the help from the people who came over and gave it so I really want to be that kind of a player too. There are Rouge classes that also came over but they tend to be more common than others so I don't like them too much (although I heard they're too OP compared to other classes) So I really want to have a magic based player and I want to focus on helping the people in need (in dungeon quests to be specific).
  12. 1. How Tank classes are able to use heavy armour but can also use light armour.. (what tank would use light armour) 2. How mage and warlock cannot use light armor.. which would make sense if they could.. 3.Bows/crowbows dropping in mc dg.. but can't use.. 4. Daggers dropping in elf dg.. but can use.. 5. How necro skill Panic 4/4 can fear 5 away.. but warlocks skill 5/5 can fear 1 away.. (Shouldn't necros expert skill Panic be warlocks default skill? And warlocks skill Fear should be necros expert skill..) 6. How BD's skill hamestring basically stuns them and does damage over time. How barbarian skill Rush stuns them but does no damage.. and not guaranteed for stun. 7. How barbarian Rush + Chop (bleeding skill) = BD skill Hamestring lol. 8. You can use scrolls right before arena (are effective)... but cannot use scrolls in arena. 9. Mages.. they don't even have a heal skill lmao. (Make sense if they did.. even if it was mini or a hp recovery boost) 10. Warlocks picture is a book.. but uses a staff (Suggestion add wands and books to use as shield for magic classes?) feel free to share your opinions that you don't think makes sense in warspear.
  13. So i got this wicked idea for a new mage skill, here it goes: Metamorphosis -Type: Active It would be a self buff skill, sort of like Overload, and it would work on a similar principle. Once the skill is used, it provides the mage with a buff that gives every attack a chance to effect your enemy. So any dmg caused to the enemy, has a certain chance to apply the effect, while the buff is active. And now the fun part which makes Metamorphosis both interesting and effective, The Effect. (ram pam pammm) The actual effect of Metamorphosis would be the following: When the enemy gets hit by the skill, it turns them into a Jerboa!!! Why jerboa you ask? Well it doesnt have to be a jerboa, can be a rabbit or a bird as well, i just like the word ''Jerboa''... I don't mean make the enemy 1hp, but make them incapable of hitting or using skills for the certain amount of time. I leave the chance and duration to devs, to implement values in balance with rest of the game, but my idea was that each skill lvl increases chance and duration of the effect (Jerboa metamorphosis, for example lvl 1 skill has 10% chance and enemy is jerboa for 2 sec and lvl 4 skill has 25% chance and enemy is 5 sec a jerboa). Since mage is lacking a proper stun, that would lock skills of our enemies, like root or blind or fear or some such (i am not counting the ridiculously low chance of fear from fireball+blazing ground), and as much as i love mages lets face it, we are paper even at +10 def (mage handles bd as well as butter does a hot knife), some such skill would be nice. Of course, if such is possible to make in the game, that part i leave to devs. I'm eager to hear your opinions, both from players and staff members, what do you think about such expert skill for mages? Should something similar be made, thus giving mages a proper stun? Maybe have some way to improve my idea? I'm open for suggestions
  14. Let's be honest mages are in a slump right now... Here's how I see how we ca solve the problem easy and efficient. But Aigrind and it's moderators need to be willing to cooperate to their players if they want there game to be as enjoyable as possible to as many people as possible. *DON'T nerf other classes just to bring Mage up to par with them* This will just result in alot of people (all who play classes not named Mage) upset and dissapointed. And will lead to increased boredom of the game. we don't want that now, do we? no we want it to be more enjoyable. *I do not recommend making a huge, revolutionary change to mages* We do not want this to swing in the other way, that mages become to overpowered which will lead to a nerf and as I explained above that will lead to dissapointment. Right now it feels like the creators don't know where they want to go with the class mage, it feels like the class is slowly losing its identity. *Make small tweaks to slowly improve mages* The best way to fix this problem without losing control and swinging it the other way. Start with finding small issues with the class and start to improve them. For example the issue where retribution rune can ruin the ethereal barriers "block damage". Make the it so that the retribution rune does not affect the barrier. An other issue would be the weakess of the mages skill "sun armor". just improve it by adding a additional effect to it, like a percentage of the magic damage taken will damage the attacker or heal the mage for example. And by doing this we are little by little improving the mage and when we have fixed all the details and small problems with the class, it will be easier to find the mages identity again, it will be easier to develop the mage in the future since you know what you want the mage to be in the future. Let's not get defensive about this Aigrind, the community is here to help you create a game that everyone can enjoy and have equal fun, Companies who ignores the requests of their customers will more than often fail in the long run. I'm getting terribly frightened that this will be the case with Aigrind aswell, especially since this game has so much potential waiting to be fulfilled.
  15. Остальные видео можно увидеть на канале YouTube,подписывайтесь скоро новые видео арена/пвп/пве/фарм
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