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  1. Currently the skill has many issues mostly coming from it being locked behind spesific builds and setup times that ruin any chances for templars to be proper damagers in pve spesificly. The current skill needs more mixed damage instead of locking half of the skill for spesific builds, the current talent Furious Protector is also in need of some changes as this talent locks templars even further in theyr build choices. Changes: Particle of Life: An attack that deals physical or magical damage to the enemy in the amount of P% of the character's physical or magical strength and summons a monster to the enemy for T sec. The monster deals physical or magical damage to the enemy in the amount of D units and A% of the character's physical or magical power. The damage chosen for this skill is based on the weapon the character is using, Physical damage if the character is using a mace and magical damage if the character is using a staff. The values of the skill would need to be changed a bit depending on the damage type, but this would allow templars more freedom of choice in theyr build while also not losing the use of half of the skill. Changes: Furious Protector Now the "Particle of Life" skill summons two monsters to the enemy (max 2 in the area at the same time) , and the range of its attack is increased by 2 yards. Instant skill damage reduced by 100%. The lifetime of the summoned monsters is reduced by 40%. The maximum health of the summoned monsters has been reduced by 15%. This change would help templars get a more consistant dps instead of being forced to wait the super long cooldown of the skill, this would also help with templars being forced into going full physical if they go to the "stronghold of fait" talent branch. Every other summoner type class has a way of getting more than 1 summon at the start of theyr skill trough talents. Templar alone is stuck getting only 1 of them so i think it would be fair to let templars do this too. Changes: Particle of Life +: Increases skill strength gain from character's physical damage by 5% and skill strength from character's magical damage by 5%. This should also be applied to both damages from the "particle of life skill" as it currently only gives physical damage to instant damage and magic damage to the minion damage (with the new change idea i have here" Templars are generally weak compared to every other class in the game, id even say theyr the weakest pve class currently in the game out of all the "damage" classes. Most low damage classes have a lot of healing or other support skills that they have instead of just damage so it makes up for theyr own low damage but templar has no pve support skills so they are stuck being full damagers for pve and not getting even close to any other damage class in terms of dmg. These changes to the Particle of Life skill and its talents would give templars a easier time keeping up with other damage classes. (Templars pve problems are so bad that people dont even build pve sets on them currently, since theres no point when a +8 of any other damage class can outdmg a +10 templar as long as that +8 class has talents. Current templar basicly has no pve talents to speak of so they are left very far behind every other class) Theres no real problems with this talent but it would be nice to see it changed into something that affects templars minion skill too since its in the "minion" branch, Every other class that has these types of minion skills have a whole branch fully dedicated to theyr minion skill while templars one is just 1 talent.
  2. Now that were nearing our yearly balance patch i would like to give out my ideas on changes i would like to see for templars. These are mostly focused on adding more benefits on templars pve and also allowing templar to be a "mixed damager" more efficiently as they are templars weak points. Current whirlwind of repentance: An attack that deals physical damage to all enemies in the amount of 20/40/60/80/100 units and 85%/95%/105%/115%/125% of the character's physical strength within 2 yards of the character and applies the Quicksand debuff to them with a 40%/50%/60%/70%/80% chance of success for 3/4/5/6/7 sec. The buff reduces the speed of movement of opponents by 10%/20%/30%/40%/50%. When the skill is developed to level four or higher, the buff also reduces the opponents' Accuracy parameter by 17%/20%. The maximum number of player targets - 3/3/4/5/6, the number of monster targets - 6/8/10/12/14. As the skill develops, skill damage, chance of application, strength and effect duration of the buff, as well as the number of targets, increase. Changed: An attack that deals physical damage to all enemies in the amount of 20/40/60/80/100 units and 85%/95%/105%/115%/125% of the character's physical strength within 2 yards of the character and applies the Quicksand debuff to them with a 45%/55%/65%/85%/100% chance of success for 3/4/5/6/7 sec. The buff reduces the speed of movement of opponents by 10%/20%/30%/40%/50%. When the skill is developed to level four or higher, the buff also reduces the opponents' Accuracy parameter by 17%/20%. The maximum number of player targets - 3/3/4/5/6, the number of monster targets - 6/8/10/12/14. As the skill develops, skill damage, chance of application, strength and effect duration of the buff, as well as the number of targets, increase. Current Force inversion talent (Tactician branch) Now the effect of the skill "Reverse Flow" moves enemies to the center of the vortex zone. Periodicity of skill trigger increased by 15%. Changed: Now the effect of the skill "Reverse Flow" moves enemies to the center of the vortex zone. Periodicity of skill trigger increased by 15%. Increases the cooldown of "Reverse Flow" by 4 seconds. Current grace: Increases physical and magical strength of the character by 10%/13%/15%/18%/22% for 22/24/26/28/30 sec. As the skill develops, the power of the effect and its duration also increase. Changed: Increases physical and magical strength of the character by 10%/13%/15%/18%/22% and skill critical damage strength by 3%/6%/9%/12%/15% for 22/24/26/28/30 sec, When the skill is developed to level five the skill also increases the value of the skill critical damage of the members of the characters group by 10%. As the skill develops, the power of the effect and its duration also increase. Current touch of truth: Creates a suppression zone around the character or ally that expands during 2 sec. After reaching the maximum size, the zone disappears and blocks the ability to use skills for all opponents who are inside of it for 4/5/6/7 sec. The maximum number of player targets - 3/4/5/6, the number of monster targets is unlimited. As the skill develops, the effect duration and the number of player targets increase. Changed: Creates a suppression zone around the character, ally or enemy that expands during 2 sec. After reaching the maximum size, the zone disappears and blocks the ability to use skills for all opponents who are inside of it for 4/5/6/7 sec. The maximum number of player targets - 3/4/5/6, the number of monster targets is unlimited. As the skill develops, the effect duration and the number of player targets increase. Insight into the Truth (key talent): The effect of the "A Touch of Truth" skill is triggered instantly. The duration of the negative effect is reduced by 1.5 sec. Changed: The effect of the "A Touch of Truth" skill is triggered instantly. (make it actualy trigger instantly instead of triggering after 1 second) Current onslaught: Moves the character to the enemy from a distance of at least two yards and deals physical damage to them in the amount of 115%/125%/140%/155% from the physical power of the character and applies Deceleration debuff to the enemies within the radius of 2 yards from the target for 5/6/7/8 sec. The effect slows down the enemies' movement speed by 15%/20%/25%/30%. The maximum number of player targets - 3/4/5/6, the number of monster targets is unlimited. As the skill develops, the effect duration and strength, the skill damage and the number of player targets increase. Changed: Moves the character to the specified area and deals mixed damage to them in the amount of 40%/50%/60%/70% from the physical power of the character and 25%/35%/45%/55% from the magical power of the character then applies Deceleration debuff to the enemies within the radius of 1 yards from the area for 5/6/7/8 sec. The effect slows down the enemies' movement speed by 15%/20%/25%/30%. The maximum number of player targets - 3/4/5/6, the number of monster targets is 6/8/10/12/14. As the skill develops, the effect duration and strength, the skill damage and the number of player targets increase. Current particle of life: An attack that deals physical damage to the enemy in the amount of 120%/125%/135%/150% of the character's physical strength and summons a monster to the enemy for 13/16/23/28 sec. The monster deals magical damage to the enemy in the amount of 55/80/105/130 units and 65%/75%/85%/100% of the character's magical power. As the skill develops, skill damage, monster parameters and lifetime increase. Changed: An attack that deals mixed damage to the enemy in the amount of 120%/125%/135%/150% of the character's physical strength and 20%/30%/40%/50% of the character's magical strength then summons a monster to the enemy for 13/16/23/28 sec. The monster deals mixed damage to the enemy in the amount of 55/80/105/130 units and 65%/75%/85%/100% of the character's magical power and 15%/25%/35%/45% of the character's physical power. As the skill develops, skill damage, monster parameters and lifetime increase. Current Furious protector talent (Stronghold of faith branch) Now the damage of the monster summoned by the "Particle of Life" skill is calculated from the physical strength of the character, and the range of its attack is increased by 2 yards. Instant skill damage reduced by 50%. Changed: Now the damage of the monster summoned by the "Particle of Life" skill is calculated from the physical strength of the character, and the range of its attack is increased by 2 yards, the critical damage of the monster is also increased by 30%. Instant skill damage reduced by 50%. Current forbidden trick: An attack that deals physical damage to an enemy in the amount of 150%/165%/180%/200% of the character's physical power, moves the enemy 3 yards behind the character's back, and applies the Stun debuff for 2/2/3/4 sec. As the skill develops, the skill damage and effect duration increase. Changed: An attack that deals mixed damage to an enemy in the amount of 150%/165%/180%/200% of the character's physical power and 50%/65%/80%/100% of the characters magical power, moves the enemy 3 yards behind the character's back, and applies the Stun debuff for 2/2/3/4 sec. As the skill develops, the skill damage and effect duration increase. For the current deity statue i just want to see a better priority system, for example always give first priority to the templar and theyr party members instead of it being fully random on who gets the buff. Branded by the Sun, I have a whole post about this skill HERE.
  3. Currently, the battle for territories in Irselnort's territory is quite tedious because when there is a greater number of high level players and guilds on one side it makes the other side less favored, I'm making this topic to suggest and criticize, so let's go. 1- For the one-sided overpopulation solution, it is obviously to stop allowing players to create a character on their respective side, and another option is to not allow a player to have an character on one side different side, which in my opinion is the best way. 2- To make the battle for territories more interesting and balanced, it would be interesting to limit each side when using a guild skill, each side is entitled to use each guild skill only 3 times for example. 3- It would be very rewarding if when the battle ended or all the flags were captured, all players present in Irselnort were automatically teleported to the first city on their respective sides, it is very annoying when the event ends and there are many enemy players in the cities. 4- And finally, balance the classes correctly, even for a player who spends a lot on the game he struggles a lot to defeat classes "free to play", this is boring you know? Anyway, that's it, I hope all these words weren't in vain, and finally, thank you for your attention 🙃
  4. Hello developer team, Today, I would like to share an idea that I believe everyone, including those who haven't played the game yet, would appreciate. While the pixel art quality on small screens in the game is impressive for pixel art enthusiasts, playing the game on large screens without adjusting the settings can sometimes feel like risking blindness. Therefore, I have a request regarding this matter. (it looks very high quality on small screens (iphone 6,7,se,se2) but bigger the screen less qulity it looks (pc's , big phones) I suggest adding a fixed square view of the game screen and the entire map to the display settings. This way, users can simply enlarge or shrink this predetermined shape. Even someone who is new to the game may find the visuals appealing if we keep the standard setting like this. This was a missing feature for PC gamers, and I believe that players will all enjoy the game even more when it looks sweeter and higher quality. Most people use the tab on pc like this to at least see ( <full> ); but if we could see the full map(< full > , v full ^) even when the tab is small is this or at least just when its square by scaling the game; it would be cool and cute seeing our chars little instead of all big pixels like we see when we press full screen; it would have looked much more high-quality and this would get more players to the game and make the existing ones love it even more.. Farewell with love Occult
  5. Hey, so these are what I think would make Rogue more enjoyable than it is currently, hoping that the Devs would, at least, look at every suggestion made for Rogue until now.. 1) Kick in the back : Deals the "Push in the back" debuff to the opponent for 3/7/9/12/15 sec. The effect reduces the "Accuracy" parameter by 5/15/25/35/45% Rework : Creates a 3x3 smoking zone for 2/4/6/8/10 sec. While the zone is in effect, it reduces the “Accuracy“ parameter of 1/2/3/4/5 enemies inside the zone by 4/9/14/19/23% and increases the “Resistance“ parameter of the character and 1/1/2/2/3 of his allies inside the zone by 2/4/6/8/10%. This would bring back kick in the back and in a more useful way. The current one is useless in like 99% of the scenarios. Rogue also would be a bit more useful for a competitive guild. No more resist relic in it. ——— 2) Dodging : Increases the character’s “Dodge“ parameter for 10/14/18/22/26 for 10 sec. Buff : Increases the character’s “Dodge“ parameter for 10/14/18/22/26 for 20 sec. 10 seconds is way too low for a squishy melee class such as Rogue, the second problem of Rogue is that it has too many skills to activate simultaneously, preventing it’s effectiveness, this buff would help him in this regard. ——— 3) Absolute Reflexes : After successfully dodging an enemy attack, the character's “Attack Speed“ parameter increases by 8/12/18/22% and the “Dodge“ parameter goes up by 5/7/9/12 for 3/4/5/7 sec. The effect is triggered no more than once every 5/6/7/9 sec. Rework : After successfully dodging an enemy attack, the character’s “Attack Speed“ parameter increases by 0.5/1/2/3% and each effect reduces any incoming damage to the character by 2/5/8/10%, the limit of stacks is 3. The effect expires when the character is not in combat or after 2/3/5/6 seconds. Dodging prolongs the effect. The dodge buff it gives right now is useless since the maximum % of dodge is already reached with the normal dodging skill anyways, so this skill is a waste of skill points and stats. Rogue needs a bit of defensive stats. ——— 4) Stealth buff : Additionally gains 6% of “Resistance“ parameter for 6 sec when coming out of stealth. Rogue needs another effect on stealth to make it fair in comparaison to its concurrent. I didn’t choose movement speed because Chieftains already got that privilege in MC side and thus to keep it fair for both sides and to allow Seeker’s to keep their uniqueness. ——— 5) Poisonous Blades : Deals the “Poisonous blades” buff to a character for 8/10/12/14 sec. Any auto-attack or skill attack that deals instant damage under the effect will deal the "Poisoning" debuff to the enemy for 6 sec. The effect deals physical damage in the amount of 30/35/40/45% of the character's physical strength every 2 sec. Buff : Bring back the old mechanic, which allowed the character to keep his “Poisonous Blades“ effect even after the first hit, but decrease its duration to 7/8/9/10 sec. This would help Rogues to be more effective when played right in GVGs. For example : A Rogue buffed with a Necromancer’s “Poisonous Shield“ allows him to spread his “Poisonous Blades“ effect up to 6 enemies but only for the first hit. This would allow Rogue to touch more enemies with his effect, when buffed by a Necromancer. It encourages the character to do more AOE damages and thus to be less of a meme for a competitive guild. It also helps lonely Rogues, that don’t find a good duo to play with, to spread their “Poisonous Blades“ to everyone touched by “Ricochet“. ——— 6) Trickiest Technique buff : Heals the character after applying “Poisonous Blades“ even when the enemy parries/dodges/blocks the skill, % of healing provided not changed. % of healing provided got nerfed updates ago, this would make rogue more constant, and not needing to get through so many conditions just to get a little heal. ——— PS : I didn’t talk about the damaging skills because if some of you might think that this could make Rogue way too strong because of the damage it already deals, then let me remind you that if a Rogue would max these defensive skills, then his offensive side would be less menacing because of not enough “Skill Points“ to max everything.
  6. Branded by the Sun: Applies the "Aggression" effects to all enemies for T sec., as well as the "Stigma" debuff to Y enemies within a radius of 3 yards from the character for R sec. Every successful auto attack on target with the "Stigma" debuff restores an amount of health equal to P% of the character’s magical power to the character or their ally, removing debuff from the target. Skill level 1 2 3 4 T 6 7 8 9 Y 3 4 5 6 R 6 8 10 12 P% 110% 120% 130% 140% Energy expense 12 14 16 18 Cooldown 14 ^ This is what the skill currently does (taken from Templar skills and talents post) I came up with a pretty decent idea based on how templars are currently played. Branded by the sun has 2 different states in this idea, one where ur using a shield and one where ur using a staff. When using a shield: The skill will keep the aggression effect as normal and apply the "Stigma" debuff as normal. But instead of healing with magic it would heal based on ur highest damage value. (more magic would add the normal 110%/120%/130%140% healing from magic and having more physical would add 50%/55%/60%/65% healing from physical) (i put in a temporary healing value for physical since i wouldnt know how to balance this without testing, but i do know physicals healing value should be lower thn magics) When using a staff: The skill would remove the aggression effect, and instead it would add a new debuff that increases enemy damage taken by a certain % (this damage bonus would be pve only similar to the "Light Burn" talent), for example 4%/6%/8%/10% more damage taken for 6/7/8/9 seconds for each level of the skill. This skill would also keep the "Stigma" debuff as normal having 110%/120%/130%/140% healing from magic I believe these changes to the skill would keep templars role better allowing shield templars to stay as sub tanks while also being able to support theyr team a bit better, while also allowing magic templars to play the supporting role better without having to kill themselfs to mobs. This change would also make the "Light Burn" key talent of templars more useful since currently its barely ever used as people dont bother with the entire skill. (Currently only physical templars can use the aggro without dying to large mob groups while not being able to use the healing part of the skill at all, and magic templars die to mobs if they spam aggro on them too much making them not able to use it properly either.)
  7. I've been participating in the forum for some time now, and I have an idea in mind that might be fun for everyone. A contest on creating looks for gear! The contest can be based on creating a set of skins for various weapons, with some history or just the details of the weapons, and at the end of the tournament, the winner will get the skins of the weapons he created and they will be added to the game as a reward for increase the diversity of customizing your character, like the custume creation contest. What do you all think of the idea? @Dr Strange
  8. I know it's boring and repetitive always complaining about the game's classes getting. But sometimes it is very obvious and easy to see that there are classes with mechanics and others completely without game mechanics and even so they do damage, it even loses the fun. I'm the type of player who likes classes that make me think and use my head instead of just clicking a button and having control and area DMG, without making the least effort. Skills need to be really THOUGHT about before using. I hope the developers review these classes with LOTS of area control. Many skills don't make sense. I don't know if this is linked to the fact that the game has "good" and "evil" maybe that's why there's always a side that gains stolen abilities and the other not so much. But beyond the story of the game there are PEOPLE who want to have fun and develop FAST. Anyway... Warspear has many things that are unfounded. Warspear has a lot of things that don't make sense. Example: BD is not magic and doesn't use magic, but still summons a shield. (look he's not even support) Seeker is not a hybrid, nor was this class supposed to gain shield.. it makes no sense. Druid is support but has a lot of area control, I don't understand why. Is it support or DMG?? It's a lot mixed up. TANK playing the role of DMG SUPPORT making TANK paper etc. Templar doesn't even need to think to use a combo like players who play wizard. Mechanics on the sentry side are easy to understand and play, whatever would learn. The game mechanics on the nonsensical side are weird and strange to understand. The example we have was the cast of the summoner and the reaper. We're tired of winning classes that don't make sense. make it easy for some difficult for others But there are people behind the screens of this game. How we want to have some fun after a hard day. by: google translate espero que não me entendam mal, por favor. é só meu ponto de vista. :)
  9. Developers need to adjust some stam consumtion like you can only open dg chest with stam instead entering dungeon so veteran player can help new player on dg whitout consuming their precious stam. If there is any dungeon that have multiple chest, they have to adjust max stam and restore time as same as total this current stam sistem also stam consumtion on multi dg chest (if there any dg like that).
  10. I see that the number of rogues in the game has decreased a lot on the server, I think there could be some improvement in the rogue's area damage. The rogue already has a dagger throwing skill, but I don't understand why it has 2 skills that do the same functions. Steel blast and ricochet are practically the same. Maybe it would be better if the ricochet skill changed the mechanics a bit, with some additional effect. 1 - Suggestion: when using the ricochet skill, the rogue has a chance to cause the bleed effect on all targets hit. 2- Suggestion: when using the ricochet skill, the rogue throws a dagger that marks all targets around him, all targets that are marked within 2 meters of distance receive the damage of the rogue's auto attacks. (Only targets that are marked) 3- Suggestion: when using the ricochet skill the rogue has a small chance to push targets back. 4- Suggestion: when using the stab skill together with the back kick skill, targets that are in the sleep debuff (stabbing), also receive the effect of the back kick skill in area. Example: now the rogue applies the effect of the stab skill up to 1 meter away in the last updates, I was wondering what it would be like if the rogue applied the effect of taking away accuracy within 1 meter on everyone who is in the sleep effect of the skill (to stab). It would be great for a good defense and would also be a good skill combo. However, the main target hit would receive the full debuff effect, and the others only a reduced amount of the area accuracy debuff. The absolute reflexes skill isn't used that much either, so it would be better to trade the dodge + attack speed effect for dodge + penetration or dodge + stamina dodge + attack strength. These were some ideas I had, I hope I made it all very easy to understand. The rogue is one of the only classes that have abilities that do the same functions. Ricochet + steel blast AND slayer + absolute reflexes could have different buffs and combos.... The game gets more interesting when we have multiple ways to use a skill 🙂
  11. Tiny introduction : I haven't played since probably around 9.4 or something like that ; I just joined sometimes to get rewards and check new things... I want to talk about the new block of 3 talents ( for me seeker ones ) : when I came back I found that big boost of knowledge from lvl up update and I was kinda excited and started to play again a bit and decided after some reading to upgrade the talent "Remaining Acceleration" , only to find out about the new block of 3 talents , especially the " Inner rage talent one ( the less dmg received ecc... ) which was better. First of all I want to say that after getting informations and reading skills description I need an answer to this : Is the skill intended to give 40% strenght boost or is it just a bug ? Because it doesn't say anywhere about getting a big boost with Inner rage skill thing. Second thing : I wanted to make a suggestion about getting a "reset talents" way as for skill points. Taking the example of myself , I wasted, for a bad skill description , 42k knowledge on a skill upgrade , which otherwise would have helped me a lot reach the new talents faster ; as you know you need to unlock both sides with a skill point + 63k as the talent cost. You need to count about talents discount week ecc... for the refund process, but I think that could be a good way to help people that come back like me or new players to "find a solution" to a wrong take. Thank you for your time, have a great day :D
  12. HEY Y'ALL!👋 Among most of Warlock players it is common to hear the same complain about the Stone Body expert skill once in the most scenarios it will just delay certain death. Even we know that defensive power is not the main role of this class the purpose of this topic is to discuss possibilities of adjustments and improvements to this skill as far as possible. Below, the current state of the skill: Stone Body: Applies the Stone Body buff for a limited period. The character can't be attacked but he is also immobilized and can't use skills. Character also restores some extra health. Next, the latest changes in the skill(8.4.2 Release): Now after using the skill it can be cancelled during its effect. The skill now restores health every 2 seconds of its duration amounting to 2-3-4-5% from maximum health amount. The skill itself has been improved a lot with these latest changes BUT the main problem remains, in the most scenarios in the game it just delays certain death. Considering the PvE content, it's of no use. Going to the PvP content: Arena : Once you use Stone Body you're a dead weight and -1 in your party ,but at least you'll restore a decent amount of health, right? WRONG! Besides that to recover a decent amount of HP the skill needs to be amplified, and that using it already leaves your party at a disadvantage, the Warlock becomes an extremely easy and predictable target on which opponents will be spamming their click with some control skill or massive damage(R.I.P). GvG and War: There's not much to say here, the Warlock provides a lot of group control in the area and it is very useful in these battles. But just for the record, if he has to use Stone Body, the result when leaving the buff is the same as the other 99% of the time: DEPLETED! Now, let's discuss what could change in the skill if the devs agree that there is a need: In the 9.3 Update Preview we can see that the incoming damage reduction is, to some extent, in the range of possibilities of the developers for Warlock, in the additional effect of Dark Seal. Dark Seal: Moved the effect of bonus health restoration by "Life Exhaust" moved to the "Grimoire" skill. Additionally reduces the damage the target deals to the warlock by 10-15-20-25% if it is under the silence effect of the "Hex" skill. Considering that the path the game is taking is not directed to 1x1, this INCOMING DAMAGE REDUCTION would fit perfectly as a post Stone Body effect, with duration and percentage of damage reduction increasing according to the skill level. This incoming damage reduction could be applied to any damage from opponents within a specific area of effect. Anyway, the new description and functionality of the skill would look something like this: Stone Body: Applies the Stone Body buff for a limited period. The character can't be attacked but he is also immobilized and can't use skills. Character also restores some extra health.After using the skill it can be cancelled during its effect. After Stone Body buff effect fades, the incoming damage caused to Warlock from targets within (certain area) is reduced by (certain percentage) for (certain seconds). In my opinion this would be the easiest improvement in the skill providing more survivability to the warlock and not changing too much the skill mechanics. I have other ideas, such as a Push effect to solve the frustating spamming(mainly from melee classes) waiting to the end of Stone Body buff, similar to the Templar Reverse Flow or a 3x3 blocks 1 sec Silence to players around the Warlock. BUT, honestly i don't know if it would be fair(and that's what I'm looking for for the game). There is an ideia to make Stone Body more similar to Mantra of Healing giving mobility too but I'm almost sure I read it in another Topic. For now that's it, I appreciate the attention and share your ideas!
  13. Hello Warriors! today I would like to introduce my beloved community, an idea. It is associated with something that everyone loves, golden cloaks, sinister masks, captured trophies of wild animals, it is an inseparable element of every brave warrior - decorative elements. I would like to present concepts of modernizing both small and large bosses, adding an element to them that will flicker in the eye of every wanderer and will cause a greater desire to kill such monsters - skins I attach graphics (of course, it should be adapted to the capabilities and style of warspear) that would be added as a loot from the Capitan Giant Octopus raid boss. Such decorative elements are an inseparable part of the game, after all, everyone wants to look powerful, everyone wants to give the impression of an invincible hero, it would significantly diversify the achievements of such bosses, obtaining rare powerful books is extremely rare, and the relics that are often obtained do not arouse much interest and excitement, such skins could be something in between. Let me know what you think about this idea, I encourage you to discuss it
  14. Kyrai

    Closet

    Well, I'm still working on the costume list, something tired because they really are quite a lot of costumes there are several that I have not yet put them in other categories anyway because seeing all the work I started thinking more thoroughly a topic that had already been published From a player but I lost it, I'll be able to find it later. Not because the root of the problem is that the costumes are space accumulators in the backpack, practically if you are a collector you will get a moment that the costumes that you have collecting you will be removing you vital space, and then with all the photos of the costumes I have collected, it makes me clear that you can not have them all come a point that if you continue and continue to collect costumes either from the BattlePass or during the development of the game whether events or updates will arrive at the limit of the backpack. It is a silent problem that few notices it. And perhaps a future problem, but it is better to prevent before regretting erase the costumes in the future due to lack of space I would suggest creating a window called Closet, this must accumulate all the costumes existing to date, with a search bar included, I mean if I have 100 costumes I could look for the one who wanted to put me with putting the name and that each letter that Put Discarding Costumes Example: Search: w ... Water Sorcerer Whirlwind Wickedora Widow's Dress Wisteria Witchking William Brocard. Search: wi ... Wickedora Widow's Dress Wisteria Witchking William Brocard Search: wis ... Wisteria A small example would be something like that, I did it at least beautiful, sorry for me, but I care more the method xD Space of Closet: Unlimited A problem test is this gif that records all the costumes that you collect, are 556 photos (costumes) in total And the maximum of the backpack tells you the item 300 slots itself and the worst thing is that what I have collected is not even complete, I need to take screenshots from the costumes of the Miracle Coins store Important: Finally, I also suggest that they eliminate the method of selling the Personal (Parameter) Costumes to the NPC, I sold one that I liked a lot by accident, because the method of selling things is something complicated to understand when the game begins,with the closet you would have the costumes saved there forever, so isn't neccesary make costumes sellable items if they are under personal parameter, because cant be unbinded. and as they can not be sold by blocking them as the emojis, they can not be used if you already have it unlocked, so as not to have repeated costumes
  15. Here's my tought: I see you guys (devs) made Templar and Chieftain to balance (and create) some problems between factions, but with this, you leave another problem: Elves and Undeads now only have 4 classes, while Humans and Mountain Clan have 5. I don't know if you're already planning the new classes. If Yes, then just ignore this post, if No, my idea is: Make a Contest. How it will work? People will make posts on Suggestions with the tag "New Classes Contest", for it to be approved, it needs: • Name • Race (Elves, Firstborns, Undeads, Forsaken, etc) • Usable Weapons and Armors • Role (Full Tank, Tank/DMG, Healer, etc) • PvP, PvE or "Neutral"? • 5 Skills* • 5 Expert Skills* • Reference Image (for the Novice Costume) OBS: Make a class related to the Faction. What is the sense of a Firstborn Demon or a Forsaken Fairy? *For the Skills to be approved, it needs: • A theme (for the name, icon, visual effects and sounds) • Description (percentages, time of buffs, debuffs, cooldown, mana cost/consumption, etc)* *Doesn't need a exact description, just don't make it overpowered XD Some time after the Contest start, the top 3 (or 5, 10, idk) suggestions with more Reactions will be announced on a Poll, and the Class with more votes IF the developers like it, will be put on the game. Q: But no one uses the forum, do you really think it will work? A: My man, it's a New Class Contest, do you really think no one will try to make or vote in a new class? Q: What the winner will win? A: I don't know, maybe... a new class? Well, they can receive a XP Pot and a Novice of the class that they did, i think it's good...? Q: Why? A: The player themselves will know what is in need on the Faction (like a Physical Damager for Forsakens, Magical Damager for Firstborns, etc). The phrase "the developers don't play this game" will not be true anymore 😉
  16. Relic Synthesizing Let me introduce a new synthesis system using relics. I don't think Warspear has enough gamble contents. I want to test my luck. It is to synthesize 5 relics to make 1 random relics. This can be synthesized by repair npc in the town. I'll collectively refer to great, magic, terrible, icy and mcoin relics as great relics If you synthesize 5 great relics, you get a random great relic with a 100% probability. If you synthesize 4 great relics and 1 small relic, you get a random 1 great relic with a 80% probability. If you synthesize 3 great relics and 2 small relics, you get a random 1 great relic with a 60% probability. If you synthesize 2 great relics and 3 small relics you get a random 1 great relic with a 40% probability. If you synthesize 1 great relic and 4 small relics, you get a random 1 great relic with a 20% probability. If you synthesize 5 small relics, you get a random 1 great relic with a 10% probability. (If you fail, you will get 1 small relic. And castle relics are excluded.) If you synthesize 5 small relics of the same kind(ex. 5 small relics of multiple spells), you definitely get the same kind of great relic. (I don’t know what to do about mcoin relics. I need your opinions.) If you synthesize 5 small relics in the same category(ex. 5 empowering relics) , you definitely get a great relic in the same category. The probability of obtaining each relic depends on the rarity or price. This is the area devs can decide. Pros: As the price of relics rise, farmers' income increases. Cons: Many relics are used for synthesis, so people may not be able to purchase the necessary relics. If you have any good opinions, please leave them. Thank you for reading my suggestion.
  17. - Name: Otherworldly Shield - Effect: Remove all negative effects from ally targets within 3 meters, protects targets with a damage-absorbing shield. - Type: Active - Cooldown: 30s - Range: 3 meters around the character - Maximum number of PvP targets: 5 at all skill levels, PvE targets is unlimited. - Shield power: LVL 1 -> 5% of target's maximum health + 70% of charmer's magic power LVL 2 -> 10% of target's maximum health + 85% of charmer's magic power LVL 3 -> 15% of target's maximum health + 100% of charmer's magic power LVL 4 -> 20% of target's maximum health + 115% of charmer's magic power - Shield duration: LVL 1 -> 6s LVL 2 -> 8s LVL 3 -> 10s LVL 4 -> 13s - Skill application priority: party members > guild members > randons - An example of the targets it affects.
  18. relics are an important part of our game, they add ''something extra'' to our skills, as well as being something both factions can use. Thinking about that, I came to bring you some suggestions for new relics, after all it's been a while since we've had any new ones in the coin shop :) unholy relic from the dead area type: attack example of skills: Basic damage skills such as tears of harad, shadow prism, shadow arrow, fireball. effect: with a 7-15% chance creates an area of 1m under the enemy target (3x3) the area reduces the enemies' movement speed, attack speed and skill cooldown by 15%. this relic is intended to be a relic geared towards group confrontations, and to give all the more reason to use the classes' basic single-target abilities. relic of the summons type: defensive exemple of skills: roots, armistice, oppression, deatthly eye, nighmares (basic control skills and debuffs) effect: if the enemy resists the skill's effect. summons a minion to attack the enemy for 10s, the minion deals 20~30% of the player's physical and magical damage to the enemy. only one minion can be active at a time (this is to avoid pet spam by the necromancer) this would be a relic that would give some reason to use pve control skills, especially against bosses. relic of duplication type: attack exemple of skills: Basic damage skills such as tears of harad, shadow prism, shadow arrow, fireball. effect: the skill also affects a nearby target (2m), dealing 25-50% of the skill's damage to the enemy. basically a relic that does its base damage skill, hit an additional target. the purpose of this requi is to give undamaged classes in area a relic option for this. acceleration relic type: defensive exemple of skills: healing and defensive skills. effect: with a 5-10% chance it increases the character's movement speed by 20% for 10s. this relic would be to try to balance the movement speed existing between the two factions. One way to avoid accumulations between the relic and the chieftain's and seeker's ability would be to make the relic's effect not stack with other movement speed effects. icy relic of the piercing attack (for the christmas event) type: defensive exemple of skills: roots, armistice, oppression, deatthly eye, nighmares(basic control skills and debuffs) effect: if the enemy resists the effect of the skill, increases the parameter ''penetrating attack'' for 10s an effect little used by players, it would be nice to have a relic that increases this status.
  19. Hi there, I wanted to discuss today about necro their ranges on skills. I have a feeling necro's lack on PVP since the introducing of resist. I played priest and necro, but I have a strong feeling that the shield from priest is way stronger at 5/5 then necro his shield? is this something that could be looked upon? I noticed that in most of the fights vs these healing class that it is mostly one sided because of their longer range. There are also other classes like warlock who has a 4 yard fear I dont know if u can put the relic on it. My suggestion would be to make necro their range also 5 yards or maybe rework the nightmare sleep into a stun and keep it 4 yards? Necro: Nightmares - 4 yards Necro: Ancient seal (heal) - 4 yards Necro: Boneshield - 4 yard Priest: Exhuasting burden- 5 yards Priest: Armstice - 5 yard Druid: healing dew - 5 yards Druid: entangling roots - 5 yards Shaman: Blind - 5 yards Healing spirit - 5 yards Barb and charmer both have 5 yard stun with relic 7 yards. btw, BD 16 secs resist and still killing my necro on 56% resi with 1400dmg+ ... Regards, Mistake
  20. I am suggesting to give Hunter stronger burst for PvP/Pve (Mobs) Because right now if you compare hunters to other classes they wont win in 2x2 arena good rangers, druids, shamans, tanks because they have few skill which dmg is low and works only maybe groupfights well, usually hunters in arena losing alot mana, cant burst hitting auto attacks also if enemies use physical toughening it makes them much weaker, so i suggest to give atleast one burst dmg skill and it has change to survive arenas. And if burst dmg for Hunters, then rangers should get some or atleast one strong aoe or control skill hunters can control enemies with fear, dmg them with 2 skill (multiple enemies) Hunter (Aoe, control) Ranger (High pvp damage, alot stuns) we should balance them pve is for both fair only for pvp.
  21. The druid is a very underrated class for PvE and GvG. Elements are lacking for the class to be more attractive, just as it is being done with the shaman. However, i believe that you can perform well in GvG, and it is necessary to adjust in some of your skills. This is the first skill I want to talk about. It has interesting mechanics, but it cures very little and its additional penetration is bad. My suggestions are an increase in Health Recovery from the magic power from (%) 100 to 125 on 4/4, Yards to be 6 instead of 4, that the skill can be called upon (since it is an instant cure) and that its additional penetration is a fixed value. This ability would be good for the possibility of criticism, as it heals a single target and is instantaneous. In addition, it needs an increase in yards from 4 to 6. In the case of this last skill, the previous version of it (just below) seemed to be much more useful, as it helped more than the current version in group control. If you also have a suggestion, disagree with me on something or even agree, comment on this topic!😉 References: https://forum.warspear-online.com/index.php?/topic/231949-информация-по-навыкам-друид-930/ https://forum.warspear-online.com/index.php?/topic/176563-информация-по-классу-друид-911/
  22. I think in test servers need to make a new option for equip urself equip as you wanna, like a menú of all armors, and it can be amplified to +1 +2 +3 +4 +5 +6 +7 +8 +9 +10, can crystals and runes we want (include d events and crystals runes, like cd, and vamps), so is more easy to test and m ore funny, I give example:
  23. Good morning Maybe I will start with the fact that when I remember, I played healers, my adventure has been going on for several years (I mean healers, I mean druid, shaman, priest, necromancer) in the game, the variety of characters is large, at the beginning it might seem that the priest is an analogous class to necro, shaman to druid, only the skills differ slightly, initially this is how the similarities begin to blur, and it is known that the greater the variety, the harder it is to balance. Currently, out of these 4 classes, necromancer seems to be the weakest when it comes to pvp and maybe in pve, although its ailment is mainly visible in pvp, lately, thinking about what could be changed, I came up with a few ideas, we do not want to make necromancer a class that will beat everyone, because that would not be good, there should be some counter for each class. I will give my suggestions and try to somehow argue why such a change would be useful, I encourage you to discuss and share your thoughts. Lets start it! Infection: Now instead of lowering defense, the skill increases the damage received by the target by 10-12-15-18%. The effect lasts for X seconds, after this time, it exposes damage around it, additionally, after the explosion, it silences for X seconds (The skill has become more useful after the recent changes, but still feels deficient, necro has only 2 control skills, nightmares which is not stun but only long sleep, and fear, silence sound good, not aoe just for target who had infection, combo faithful + infection could work still, just need to set max amount of player affected we dont want make whole guild silence by 1 necro). Dark Power: Increased the buff to physical and magical power: from 5-7-10-15%, to 9-12-15-18%. Additionally, necromancer gets 3/6/9/12% penetration, team members get half the effect (or crit power instead of pene) Poisonous Shield: Now skill additionally, it increases the player's magic and physical defense by 10/20/30/40% ( Skill puts the necromancer or tank at risk, incorrectly used can cause trouble, increasing defense could reduce the risk) Deathly Eye Complete skill change, necromancer summons serpent that deals magic damage (Action like Water Elemental druid, you can prioritize what target to attack with Poison Spittle. (It used to be able to change the fate of the fight for world bosses, now it is on the sidelines, now it only serves to launch a relic that gives resist (which is also unbalanced that you can, with a bit of luck, have a resist every 2 seconds) It would give a bit of freshness, and certainly would match the necromancer profile that is the summoner).
  24. OLÁ A TODOS!👋 Entre a maioria dos jogadores de Bruxo é comum ouvir a mesma reclamação sobre a habilidade especialista Corpo Pétreo uma vez que, na maioria dos cenários, ela só adia a morte certa. Mesmo sabendo que poder defensivo não é a principal característica dessa classe o propósito desse tópico é discutir possibilidades de ajustes e melhorias pra essa habilidade na medida do possível. Corpo Pétreo: Aplica o bônus Corpo Pétreo por um tempo definido. O personagem não pode ser atacado, mas também é imobilizado e não pode usar habilidades. O personagem recupera um pouco de vida. A seguir, as últimas mudanças na habilidade(Versão 8.4.2): Agora após utilizar a habilidade ela pode ser cancelada durante seu efeito. A habilidade agora recupera vida a cada 2 segundos de sua duração totalizando 2-3-4-5% da vida máxima. A habilidade por si só melhorou muito nas últimas mudanças MAS o principal problema continua, na maioria dos cenários ela só adia a morte certa. Considerando o conteúdo PvE, é praticamente inútil. Indo para o PvP do jogo: Arena: Uma vez que você usa o Corpo Pétreo você se torna um peso morto e -1 no grupo, mas pelo menos você vai restaurar uma quantia decente de vida, correto? ERRADO! Além do que para recuperar uma quantia decente de HP a habilidade precisa estar amplificada, e que usá-la já deixa seu grupo em desvantagem, o Bruxo se torna um alvo extremamente fácil e previsível no qual os adversários vão "spammar" seus cliques com alguma habilidade de controle ou dano massivo(R.I.P). GvG e Guerra: Não há muito pra dizer aqui, o Bruxo provê muito controle de grupo em área e é muito útil nessas batalhas. Mas só pra registrar, se ele tiver que usar o Corpo Pétreo, o resultado quando o bônus acabar será o mesmo que nas outras 99% das vezes: PULVERIZADO! Agora, vamos discutir o que poderia mudar na habilidade caso os desenvolvedores aceitem que há essa necessidade: Na prévia da Atualização 9.3 podemos ver que a redução de dano recebido está, até certo ponto, no leque de possibilidades dos desenvolvedores para o Bruxo, no efeito adicional do Selo Negro. Selo Negro: O efeito bônus de regeneração de saúde durante a habilidade Drenar Vida foi movido para a habilidade Grimório. Além disso, reduz o dano causado pelo alvo ao feiticeiro em 10-15-20-25% se ele for silenciado pela habilidade Mandinga. Considerando que o caminho que o jogo está tomando não é direcionado para o 1x1, esta REDUÇÃO DE DANO RECEBIDO se encaixaria perfeitamente como um efeito posterior ao bônus Corpo Pétreo, com duração e porcentagem de redução de dano aumentando de acordo com o nível da habilidade. Esta redução de dano recebido poderia ser aplicada a qualquer dano recebido dentro de uma área de efeito específica. De qualquer maneira, a nova descrição e funcionalidade da habilidade se pareceria com algo assim: Corpo Pétreo: Aplica o bônus Corpo Pétreo por um tempo definido. O personagem não pode ser atacado, mas também é imobilizado e não pode usar habilidades. O personagem recupera um pouco de vida. Após seu uso, a habilidade pode ser cancelada durante seu efeito. Após o efeito do bônus Corpo Pétreo desaparecer, o dano recebido causado ao Bruxo por jogadores ou monstros dentro de(certa área) é reduzido por ( certa porcentagem) por ( certo tempo). Em minha opinião essa seria a melhoria mais fácil dando mais sobrevivência ao Bruxo sem mudar muito as mecânicas da habilidade. Eu tenho outras ideias, como um efeito de Empurrão para resolver o "spamming" frustrante(principalmente de classes corpo-a-corpo) esperando o efeito do Corpo Pétreo acabar, como o Fluxo Reverso do Templário ou um Silenciar por 1 segundo de 3x3 blocos para jogadores em volta do Bruxo. MAS, honestamente eu não tenho certeza de que seria justo(e é isso que eu quero para o jogo). Há uma ideia de fazer o Corpo Pétreo mais parecido com o Mantra de Cura dando mobilidade também mas tenho quase certeza que li isso em outro tópico. Por enquanto é isso, agradeço sua atenção e compartilhe suas ideias! @Akasha ou @Nolan perdoe-me mas não sei se esse tópico deve ser postado aqui ou dentro da discussão de classes, caso puder mover se aqui não for adequado agradeço!👍
  25. I think this can be a good idea for new expert skill for chieftain note: I will write expert skill like Khrone, so I giving copyright Chieftain's Call Type: Active The Chieftain calls a herd of wild animals (Bear, Wolf, Tiger, Lion), each animal gives a buff to chieftain and chieftain's party. Buff's Bear: The Bear Buff gives a skin to the character (Or to the character's party) that increases physical and magic defense Wolf: The Wolf Buff gives some percent of evasion to the character (Or to the character's party) Tiger: The Tiger Buff gives attack speed to the charater (Or to the character's party) Lion: The Lion Buff gives some percent of physical and magic attack to the charater (Or to the character's party) Note: If any of the wild animal was killed the buff will disappear The HP of the wild animal and the skill duration is increased by upgrading this skill 1/4: The duration of the skill is 10 seconds 2/4: The duration of the skill is 20 seconds 3/4: The duration of the skill is 30 seconds 4/4: The duration of the skill is 40 seconds I hope you liked my idea and that it is added to the game. I was 1 hour doing this topic... ATT: Zedeght US-EMERALD Hypnop US-EMERALD
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