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  1. Rogue is the most useless class as of now. there is no reason anyone should use this class. Never gets picked for gvgs, has no purpose or uniqueness to it anymore due to other classes just being MUCH better No idea who these developers are but you guys have abandoned this class truly. What in the world is a melee class doing in 2023 warspear with no basic defense skill? If in the next rebalance rogue doesn't get buffed massively, pretty much consider everyone will quit this class. Already 90% have quit the game or just moved classes lol Suggestions: (please pay attention to these suggestions as they are what all rogues would like to see happen:) *Dodge skill: buff: increase duration to 15-20 secs. No idea why it is 10 secs now as dodge is not even a stable defense skill. 10 secs is way too low. *Kick in the back: (rework) the skill becomes some smoke bomb the rogue throws away and it creates a smoke effect, lowering all who comes in touch with smoke accu by 35% and pene by 15%. Why is this skill so outdated? It should not be a melee skill! The game has moved from solo play to more group like activity, so make this skill ranged aoe. *Stealth: (rework): Either increase movement speed when stealth active or add some resistance to char when leaving effect. *Absolute reflexes: Buff: Skill no longer buffs atk speed or dodge, instead it lowers all incoming dmg by 5% for 4 stacks each time rogue dodges. Once 20% dmg redu is reached it stays for 8 secs and reset. This is absolutely one of the most useless skills on warspear for rogue. Rogue can reach max dodge without it! FIX IT IMMEDIATELY. It should be its main defense mechanism instead it gives such useless buffs for such low duration. *Poisonous blades: (rework) The skill now engulfs rogue with a poison shield for 10 secs and any dmg he does will be accompanied with poison damage over time. While the skill is in effect and combined with trick skill, it heals 25% of character hp even if trick skill gets dodged, parried etc. So basically buff the heal from 15% to 25% and let poison be applied to all targets from ricochet skill. Summary: Rogue has been lacking in having a stable reliable defense skill, while also being useless in group activities. So devs need to compensate the class in those aspects respectively otherwise just remove the class as it no longer has any purpose or any charm to it. Goodluck devs, this year is probably rogue's last plea of hope @Dr Strange @Nolan
  2. Rogue Change of faction passive skills Mountain’s Power Now the skill increases the maximum health by 4%, physical and magical strength by 2% for the character. A bit of bonus damage, sounds like a free talent easily, the problem come from Shamans, Barbarians, Rogues cannot increase damage like Forsakens so this buff is something irrelevant being 2% only. Only I don't understand something this is new system or this is adding? If it is the new system scheme, then welcome. Change of basic set skills Deadly Illusion Now copies of the character inherit from the character 100% of the “Accuracy”, “Penetration” and “Critical Damage” parameters and 50% of the “Attack Speed” and “Critical Hit” parameters. This is cute and powerful but I think you should block use of skills during copies, someting like powerful summons and increase 60% speed and critical, seems nice in my imagination. Irreversible Anger Reduced the maximum number of skill effects from 10 to 5. The bonus of the "Accuracy" and "Penetration" parameters of the character has been adjusted: it was 2%, now it is 3%. The duration of the skill has been adjusted: it was 30 sec., now it is 20 sec. Before 20% now 15% of Accuraccy and Penetration, nerfed but is balanced. Invisibility detection The mechanics of invisibility detection has been changed: now the chance to detect an enemy decreases depending on the distance to the target (the further the target, the lower the chance). New mechanics apply to skills and items: Eye of Darkness (Charmer) Dragon Eye (Mage) Greater Potion of Detection Medium Potion of Detection Eyes of Anglerfish This sounds nice but in case of Charmer how they can be fast hands to detect seekers before hit? Rogue cannot run fast and is more easily for them avoid Rogue Merciless Strike Increased skill cooldown from 6 sec. to 10 seс. The CD Honestly I personally don't mind being full Merciless Strike abuse every time it was active was a pain, plus it will be a less constant energy drain, because if it happens sometimes that all the skills are used and it recharges very quickly. Now the physical damage from the skill does not depend on the level of the character: it was 2 pts. per level. Adjusted the amount of damage from the skill: from 40 \ 55 \ 70 \ 85 \ 100 pts. and 105 \ 110 \ 115 \ 120 \ 125% of the character's physical strength, to 20 \ 40 \ 60 \ 80 \ 100 pts. and 140 \ 145 \ 150 \ 155 \ 160% of the character's physical strength. Where can players see the actual math ability damage formula? Because those dots don't explain anything. The only understandable thing is that it only increases the damage but the points decrease, so it is difficult to comment on this as a nerf, buff or it remains the same but with a system change. Honestly, I am very interested in knowing the formula to be more specific. The final physical damage of the skill has changed: instant damage slightly increased, damage per minute significantly decreased. Em... What? Well, in reality, this is not understood if the skill is instant damage, not periodic damage Gouge The skill now casts on all enemies within 1 yard around the character without selecting a target. 3x3 Skill without selecting, this means better playing performance in enemy selection, is a beatiful mechanic. Within 3 sec. after use, the character can use the “Stealth” skill even in a combat state and if there are opponents nearby. The 3 seconds can look bad but in turn it is balanced in case someone resists the skill has a chance to respond during those 3 seconds. But I see a problem is regarding the duration of this skill, so in my opinion the escape from danger mechanic should be reduced to 2 seconds for Rogues and Seekers. I mean these problems with the relic that puts Nightmares of 5 seconds, the skill is literally consumed so those 3 seconds are enough to locate the Rogues and Seekers in those cases that want to escape just by seeing where they are going. Adjusted the maximum number of PvP-targets: from 3 \ 4 \ 4 \ 5 \ 6, now 3 \ 3 \ 4 \ 5 \ 6. Stealth Increased the cooldown of the skill from 8 sec. to 12 sec. Now in the first 2 sec. after using the skill, enemies cannot detect the character or bring them out of invisibility using attacks or skills. This doesn't benefit Rogues much, only Seekers that have movement speed while invisible. The idea of not detecting the 2 seconds, is decent to counter and remove the traps but this depends a lot on the enemy's yardage. characters that have attack range reach 6 yards on their basic autoattacks and it takes 2 seconds to literally go 5 yards. The skill can now be used even in a combat state, if within 8 yards there are no opponents. I like this so much, finally this class is turning into a Rogue, this idea is amazing finally another way to answer to enemies use Gouge or took distance. It's time to test if the skill is actually good, because there are arena maps that have only one path with forks, the operation of which looks a bit strange. So, will it count as 8 steps or as distance itself? vvv Fast things, irrelevant for me.vvv Ricochet The skill no longer has a base physical damage: it was 40 \ 50 \ 60 \ 70 pts. Now the physical damage from the skill does not depend on the level of the character: it was 2 pts. per level. The amount of physical damage from the skill has been adjusted: from 50 \ 60 \ 70 \ 80% of the character's physical strength, to 75 \ 80 \ 85 \ 95% of the character's physical strength. Resumed: Nothing changed only +DMG in effect maybe, Naa... I still hate this thing for me there is literally no point in using this hahaha... or that it was a tank, or it gave me the ability to stop time and click the enemy instantly. Added limit for the maximum number of PvE-targets: 8 \ 10 \ 12 \ 14. The only thing that makes sense is that the Key talent already makes sense, because it was unlimited enemies in PvE hahaha The final physical damage of the skill has not changed. Extermination Reduced the cooldown time of the skill from 40 sec. to 25 sec. FINALLY! God I don't have to worry so much about the CD anymore The duration of the effect has been adjusted: from 12 \ 16 \ 20 \ 25 sec., to 24 \ 26 \ 28 \ 30 sec. (: Now the skill increases the “Attack Speed” parameter of the character for each equipped dagger by 8 \ 10 \ 12 \ 15%. Now the skill increases "Attack Speed" by 5 \ 6 \ 8 \ 10% and "Skills Cooldown" by 6 \ 8 \ 10 \ 12.5% for each one-handed sword equipped. The skill now increases the character's "Skills Cooldown" parameter by 12 \ 16 \ 20 \ 25% for each one-handed axe equipped. I won't say anything, because I honestly hate Rogues with 2 axes, they don't and can't have a good build, it's better to go attack speed than to be a turtle, and with this they are even more turtles I think the attack speed lost with swords is compensated by the crafted ones, thank goodness I already have them, and the daggers also compensate the crafted ones but it gives less CD, so a build of swords would be more decent. I liked this separation, so those who use daggers They will not be able to abuse the skills much since they are fast. personally ROGUE is swords If they use spring daggers, it doesn't matter, I think they'll have plenty of speed to spare. The only bad thing is in PvP, it is forcing to use Ferocity Daggers when we do not have penetration like the Seekers, so Ferocity Swords are slower. Sinister Strike The skill no longer has a base physical damage: it was 50 \ 70 \ 90 \ 120 pts. Now the physical damage from the skill does not depend on the level of the character: it was 3 \ 5 \ 7 \ 10 pts. per level. The amount of physical damage from the skill has been adjusted: from 40 \ 50 \ 65 \ 80% of the character's physical strength, to 130 \ 135 \ 145 \ 160% of the character's physical strength. Damage is decently increased It really didn't do anything, it looks better so I have another damage skill to use. A think a have a new toy The skill now applies the “Excision” effect on the enemy for 7 \ 10 \ 13 \ 15 sec., which reduces any incoming healing by 20 \ 25 \ 30 \ 40%. This now causes use, my question is: does this count for Vampirism? Because if so, it sounds generous. The resulting physical damage of the skill has significantly increased. Flurry of Steel Cast range adjusted from 5 yards to 4 yards. The skill no longer has a base physical damage: it was 10 \ 20 \ 30 \ 50 pts. Now the physical damage from the skill does not depend on the level of the character: it was 3 \ 4 \ 5.5 \ 7 pts. per level. The amount of physical damage from the skill has been adjusted: from 85 \ 110 \ 125 \ 145% of the character's physical strength, to 115 \ 120 \ 135 \ 150% of the character's physical strength. (: Increased the chance of triggering the "Stunning" effect: from 35 \ 45 \ 60 \ 80%, now 100%. STUN 100%!! HAHAHAHA, now Sentinels can have a nice excuse for cry being bully by Rogues, use Resistance Runes bonus Healer classes, -HP? no worries is balanced no need more HP. It must be admitted that there are many parameters that ignore the stun so it did not make sense that it had a failure rate. The final physical damage of the skill has slightly decreased. Trickiest Technique Increased the chance of triggering the “Stunning” effect from 60 \ 70 \ 80 \ 90% to 100%. STUN 100%!! Again JSJSJS Adjusted the amount of healing from 15 \ 20 \ 25 \ 30% of maximum health to 8 \ 10 \ 12 \ 15% of maximum health. Now this is selfish, why didn't they nerf the Seeker's Healing?. I think we should all have the new brand mechanic of the Blade Dancer they heal 35% so it is seen in total at 4/4, now that this skill looks abusive, non Penetration or Attack Strength Parameters does the Rogue have. Frenzy Adjusted the amount of the bonus to the "Critical Hit" parameter: from 5 \ 7 \ 9 \ 11%, to 5 \ 7 \ 9 \ 12%. The amount of the bonus to the “Critical damage strength” parameter has been adjusted: from 6 \ 10 \ 14 \ 18%, to 8 \ 13 \ 17 \ 20%. Now "CH" (Critical Hit) and "CDS" (Critical Damage Strenght) new terms nice The skill no longer increases incoming damage against the character. Now finally this absurd debuff disappear after years! After discuss so much this year I will give myself a break at least I see the most decent class, not with such good performance but many things have changed I will have to aspire more next year as always, balances should be every 6 months
  3. Wolf's alacrity -Changes attack bonus that based on either higher physical or magical damage. Because magic chief single target damage suck ass. Trashing -At lvl 4 and above silence the enemy. The enemies cannot use skill. This will actually be more useful now because the skill rarely hits enemy. Bear stamina -change heal based on magic power from instant to heal overtime. Like heal 40% of magic power every 3 sec for 12 seconds at max lvl because if beastmaster can, why chief can't? Clan's help: bear and boar clan buff: -double the original amount because no one levels up this skill and chief needs that extra defense. Now for talent branch eagle's nature talent bloody rain -change skill effect to deal damage every 1.5 sec from 2.5 and decrease buff duration to 6 sec from 10 sec.This is important because hybrid chief is trash right now. A small buff to hybrid chief dps isn't gonna hurt anyone. That's it for my suggestion.
  4. Many have been asking for the nerf in the Seeker class for a long time, for the unfair damage compared to other classes. Now Aingrid has decided to give the strongest class in the game a talent that makes it even stronger. The seeker is now practically immortal, as before the class took 700-1k damage, now it takes 300 damage and then heals again, not counting its 55% damage reduction. The damage caused by the class that used to be around 1.2k, now exceeds 2k-2.5k easily thanks to the new talent that amazingly increases 40% of the character's strength. Would love to know what goes on in the minds of developers to do something irresponsible like it ?. Adjust the talent to something tangible and comparable to the other classes please. *Experience from Arena
  5. Heal classes as necromant have a insane dificult in heal more than 3k+, but a class that's are tank, healer, controeler as paladin easily heal 5k+ in various situations and this no doubt are wrong, just want the game be fair for everyone and is obivious to a long time Aingrid leave us in this situation of Elfspear.
  6. Ok, quiero hablar rápidamente de algo que me esta molestando, de la nueva clase que metieron en el lado no elfo Y si, hablamos del CEGADOR, ah sido hasta el momento peor diseñada del juego y para peores noticias, para el lado menos beneficiado, MC.... ASPECTOS NEGATIVOS: La peor decepción y siendo la habilidad portada del cegador, es hasta ahora la mas inutil de todas y hablo sobre la habilidad de transformación del demonio. -LA TRANSFORMACIÓN NO AUMENTA SU DURACIÓN AL MEJORARLA: algo demasiado decepcionate siendo un tanque, si su vida y mana aumentan deberia tener más duración la habilidad. -LOS BENEFICIOS SON UN SIN SENTIDO: ¿Nada mas aumento de vida y mana? ¿De que sirve eso? Para como han roto el lado elfo (que es otro tema que nunca escucha Angrid) Facilmente pueden cargarse la vida que deja el demonio El subidon de energia puede que tenga sentido por el CD, pero rompe la dinamica de una build volviendola obsoleta si se quiera hacer daño y velocidad de ataque Y LAS COSAS NO SON BARATAS EN EL JUEGO PARA ESTAR PROBANDO CON TODO Si al menos subieran varios parámetros de ataque y defensa o funcionara como el escudo del caballero oscuro, si seria mas útil esa habilidad, asi como tambien la resistencia a stun y daño por segundo en el piso. -DEPENDENCIA DE BASICOS: un tema tan negativo como el hecho de que nada mas stunear al jugador en su forma humana, es suficiente, para matarlo de una vez y no aprovechar las expertas que tanquen los stun y efectos de control. ASPECTOS POSITIVOS: -El cegador tiene una buena habilidad que sube la velocidad de ataque para llegar a tener el odio siempre. -Tiene uso de armadura pesada y puede tener buen aguante y ataque -La teletransportación es muy buena, deberian mejorar el sangrado, tras hacer un demonio de CD, seria usar esa habilidad todo el rato y no podrian pegarle y porfavor quiten en el talento que el stun quite tu transformación. Y para terminar con esto, ya estoy cansado de que Angrid no escucha a sus jugadores ESTAN ROMPIENDO LA CLASE ELFA
  7. In past updates, classes that have dodge as a base skill received a nerf. This weakened more MCs like rogue and hunter than ranger becouse his skill was created of a more efficient way than MCs ones, |for exemple, on the MC side, for the rogue to gain more dodge first, he needs to have a successful dodge, and that doesn't make sense. To the ranger he only needs to use auto attack to gain accuracy, dodge and critical hit. While hunters have to juggle theirs ineffective dodge for less than 15sec using 2 bad skills, that certainly won't have any effect, because there are level 11 guilds that give 6% accuracy to your members (100 slots), basic and specialist level skills that give accuracy to countless classes. What i would like with this is to increase the percentage of damage that will be ignored, which is a ridiculous 15%, to 25%~35% for the blessing of the Mountains, and increase the effect time which is now 12sec on 4/4 to 25~30sec since the dodge and nothing are the same thing nowadays.
  8. Good day everyone, I've been looking around the forum and came across people saying that the legion classes are not as good as the sentinels classes, I believe that there should be fairness among the two factions, the devs should be neutral and shouldn't favour one over the other. So on this post I want my legion brothers to layout the problems, disadvantages and etc here along with concrete evidence of your claims, And we'll see if we can make the devs look into them. Please no arguing, thank you.
  9. After accommodating the dodge time, let's say that the class has not yet died and can continue to be useful for few things. But dying of being an unusable class, I don't think so, there is still a bit of hope, but for the class to be stable you have to make changes to the armor. Rogue Developer commentary: If you thought the Rogue was bound to receive strong nerfs in this update, then you were wrong. The Rogue, like any other class, has vulnerabilities that one can exploit and prevent them from realizing their full potential. It's important to mention that the Rogue's effectiveness only applies to one target and only against certain classes. We can say that the character adequately fulfills the role assigned to him in PvP battles. My opinion: The rogue is big nerfed, in dodge build, Is disastrous for the penetration and damage of the class, a change with the relics is also mandatory. And it would be a class of CD and energy regeneration by skill spamming. Dodging Increased the cooldown duration: from 20 seconds to 30 seconds. Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 \ 60 seconds, to 15seconds. Increased the “Dodge” gain parameter: from 5 \ 7 \ 9 \ 11 \ 13 % to 11 \ 14 \ 18 \ 22 \ 26 %. Good Dodge for 15 seconds and cd for 30 seconds. Ok that might be fine if they add 100% resist, the class is still vulnerable to permanent stuns to control. Because with 15 seconds they force us to arm DC and energy regeneration, I mean a class of low damage with attack parameters of a healer, and we would have to be forced to use the [Great Relic of Continuous Effect] necessarily, and lose the [Relic of Curse Removal]. So with the empowering relics the class is nerfed too. Gouge Now the skill additionally applies the “Paralysis” effect on all targets within 1 yard of the character. If all enemies in combat with the character are paralyzed, the character can use the "Stealth" skill. Reduced the skill effect duration: from 3 \ 4 \ 5 \ 6 \ 7 seconds to 3 \ 3,5 \ 4 \ 4,5 \ 5 seconds. Ok this is... Idk is the same like Blade dancer?, if is the same is fine. But Rogue cant reduce Damage or speed damage like them. 1 yard why not 2 yards? Ok is the same skill but only with aoe and low time stunning this only serves for run from the battle. Because make group for arenas or gvgs the skill still with poor removible stun. But in other chase this skill is nice only for expert rogues. Flurry of Steel Increased the cooldown duration: from 14 seconds to 18 seconds. Another CD nerf? why?, this skill and trickest fails excesive times 4/4, and "permanent stun" is Fake, both skills can be defended by parry, block and dodge, including resist... Trickiest Technique The combo restoring health if the target is under the effect of “Poisonous Blades”, now works with any poison. Good Finally! I can use Hunter's Poison for heal and Relic of Poison, is good for abuse it 🤔, This was not what I had in mind, but now if this need nerf, the idea was that it works with the poison of the player not of others, also about the Relic is a good reason to be able to use it. Absolute Reflexes Now the skill’s effect cannot trigger again during the duration of the skill, as well as 2 seconds after the duration expires. Reduced the skill’s duration: from 5 \ 7 \ 10 \ 14 seconds to 3 \ 4 \ 5 \ 7 seconds. Reduced the “Dodge” parameter bonus on 3-4 levels of development: from 18 \ 22 %, to 16 \ 19 %. I dont care, Rogues PvP not need this, is better waste skill points in stuns than this, the skill only works for pve, and with Knowledge talents build is 2/4, so nevermind. add: Ok I read again the skill is full nerfed no works, I prefer thousand of times delete this skill including Ricochet, the dodge bonus is moved to dodging active/temporal skill for 15 seconds. [Rogue Stun Build] Frenzy Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 7 \ 10 \ 12 \ 15 units. Reduced the cooldown duration: from 18 seconds to 10 seconds. The skill no longer increases the “Accuracy” parameter of the character. Added the bonus to the “Critical Damage” parameter of the character during the skill’s effect: 6 \ 10 \ 14 \ 18 %. Added a visual effect for the skill. Only this makes me happy and unhappy xD, RIP Accuracy, idk but is time to make CD or Accuracy Build?. And RIP Penetration in rings now the class depends of Energy Regeneration. And regeneration boots... Add: Is the same worst skill from rogue, many people said in forums long time ago: remove increased damage from the enemy. This skill is only for decorative skill for rogue and increase critical failed hits. and I died many times with this skill actived. 20% is really excesive and upgrade this for 8% damage incoming from the enemy, no I prefer use other skills. NOTES: 1 Where is the rogue's Accuracy reduction debuff? the warden can now reduce 55%, it is more difficult to hurt them!, and frenzy without Accuracy is horrible. And the warden keeps putting up a Shocking Blow Stun, for only be resisted, no dodged and no parried and no blocked. Warden Punishment Increased the value of the “Accuracy” parameter reduction: from 5 \ 15 \ 25 \ 35 \ 45 %, to 15 \ 25 \ 35 \ 45 \ 55 %. = Wardens are overrated, idk why super buff this class they uses Block dodge rings for all occasions, and have block have parry why buff dodge?, can explain me pls. I tested pvp with warden 5/5 this skill, I never hitted him...and this isnt only for me is for all classes, developers you only make this for exterminate Charmers, but charmers still winning. Warden never going to be a Charmer counter pls. Better make more usefull rogue class for GvG, like my suggestion kick in the back with area on effect and remove decrease accuracy from shaman totem they no needs it... 2 Forcing the rogue to have a CD!? Is a damage no a skill spammer, and without accuracy... I prefer a thousand times the rogue as it is now than with the update. Damage classes needs Penetration Accuraccy, and "Rogue skills CD spammer" = No Accuracy No Penetration (Low Damage) 3 Ranger and hunter classes should not have been improved with dodge because they are "ranged damage", that takes them a lot of advantage, and the rogue's stuns will miss more! It is a 2d game and the classes that are melee have quite a disadvantage with the ranged classes. Rip Trickiest and Rip Flurry of steel, still failing each use 4 Also, where was the Kick in the back area debuff? It is the only way that the class is useful for something in PvE and PvP 1v1 and groups, because with the current dodge is possible survive the Area damage from the mythical Boss of Nadir-sar Dungeon, [but with those 10 seconds no longer, good bye to the rogue class] Developer changed to 15 seconds, use Great Relic of Continuous Effect for Dodging skill and Big CD + 50% 5 They'd rather nerf the Rogue's dodge than nerf the Blade dancer's resistances, it's already impossible to do decent PvP with the Rogue class. The rogue only served 1v1 by sheer luck. About "Permanent Stun", depends how works Gouge I not understand it, but if that works Like Blade dancer's Paralysis is: Maxed Stun Build: 5/5 Gouge (5 Seconds) + 4/4 Flurry (2.5 Seconds) + 4/4 Trickiest (3.5 Seconds) = 10.5 Seconds of Stun for Autoattacks For Human's Minds = 6 Seconds of Stun for Autoattacks (Stun Build Still Nerfed and Stun Gouge Timing Nerfed 2 seconds. but let's see if gouge is like Bladedancer's paralysis, and PvP vs Seekers coulds be a funny disaster xD) Guys is a disaster. 6 So the Rogue class still like garbage in PvP, it depends on the kick that is still Melee, so if they fights vs 2-3 players or in the GvG with 5/5 dodging coulds works good, but with 1/5 dodging, maybe... At the end, the class Rogue still useless for GvG or groups, it is nerfed in 1v1 combats only because it makes "excessive dodge", with dodge rings, also without good damage and vampirism, using axes that make it slow, and dependient on lucky stuns. (Probability stun fail 10%-20% + Enemy's Resistance Parameter + Blocked, Parried and Dodged) After the update it can be said that it should be put CD for PvE and PvP modes, and Mana Regen for PvE, and the class continues without resistance defense from enemy's stuns, depending only of resistances runes in amulet-helmet and guild passive bonus lvl 12, losing vampirism in Amulet, and defense in helmet for PvE / PvP modes. Read for Understand: It is a bit unfortunate that a class that should take advantage of its defensive and offensive stats as a damage class ends up being beaten by the community of Sentinels just because they can not kill Rogue class in 1v1 combats, but they are happy when they are finally killed in groups, because it is more easy to apply stuns at all times. So I don't understand why the people hate the class so much, if with most of the classes on the Sentinel side they can make a good counterattack. Also it was only an issue in 1v1 to apply the stuns to evade the kick debuff, or use resistance parameter in armor. I think that was it, like damage class is not good ,good day for everyone
  10. Recentemente me passou a ideia de criar um Explorador para pvp - com atordoamento e recarga de habilidade - porém percebi que pouquíssimas pessoas usam build para espadão, e isso me deu uma ideia que abriria melhor um caminho para outra build de explorador, e que deixaria a Legião bastante satisfeita: uma habilidade de especialista com buff cd, ou apenas um buff no escudo talvez, que aumente o parâmetro recarga de habilidade. Mas por quê? Simples: diversificar as builds de Explorador. Explorador DPS de adagas se tornou uma febre tão alta, que poucos usam seu personagem de outra forma, tornando o uso de espadão raríssimo nos Sentinelas. Abrindo caminho para o espadão no Explorador, faria essa pandemia de adagas diminuir, e a quantidade de Exploradores PvP aumentar. Como a build de espadão é totalmente diferente da build adagas, o jogador seria obrigado a mudar totalmente o rumo das habilidades para usar espadão, assim os exploradores roubarão menos bosses. Isso resulta na diminuição do Explorador PvE e ajuda a equilibrar a classe. "- Mas explorador já tem muito dano e velocidade de ataque". Ok, mas não seria ótimo se parte deles resolvessem parar de usar isso e passar a parecer com um Patrulheiro, porém a curta distância? É vantagem para ambas as alianças! É um pensamento meio fora da caixa mas em teoria faz sentido, e foge do pensamento "buff pra mim, nerf no inimigo". Essa foi minha sugestão, espero que a comunidade e os devs concordem.
  11. Some discussion and some solutions maybe? Please discuss and tell me your opinion!! 2 VIDEOS FOR THE INTRO: Issue 1: XAMA's healing totem is OP when used together. Discussion: -The totem will heal only those who have low health, therefore, its effect occurs on those who have lost life. -The totem heals a total of 4x, one every 3 seconds. -The totem heals up to 5 injured players. -Can heal up to 1100(easy) When we have a guild with 20 Shamans, and everyone using the healing totem at the same time We have a cure of 20 (totem) x 5 (injured players) x 1100hp = 110000 healing every 3 seconds for injured players in the area. (Max of 22k healing in one player each 3 seconds) So, when we have that number of totems and players with high resilience, the healing totem area is so much that it is impossible to kill someone. This absurd area healing, added to the Chief's area damage and Necro's and Warlock's debuffs has created an huuuuugeee imbalance between the factions at war fights / Guilds vs Guilds. Suggestion for solution: Just as it was done in the Templar with its statue skill, place it so that the healing totem applies a buff (maximum number of buffs: 1) on each player it affects, and a player cannot be affected several times by this healing effect. This would fix the massive area healing that we see and is breaking the game balance. Issue 2: The Guild skill magic globe is useless against the Chieftain class. Discussion: -The Chieftain has physical and magical damage - Chieftain Area damage can be magical and physical (bleeding is physical) -The globe changes the magic parameter for physical and physical for magical. In the case of the chief, his set of weapons allows him to have both high magic and physical damage, so when a Chief is under the globe effect he can deal area damage equally, without being affected, and in contrast the sentinel classes will not be able to do any. So one of the best guild skills to control the enemy's damage has proved to be useless against the legion due to the CHIEF's arrangement. Suggestion for solution: Changing the way the globe works, causing it to reduce by 80% all the damage that enemy players can do. With the lag you can take a look how many totems, weakness and healing... Extra edit: weakness totem is also OP cus it can fully debuff the other team, as you can see in the pictures...
  12. The rogue itself must be the character that uses daggers, but the bonus stats of the daggers are not very good at most with the parameters that the rogue currently has, he has many enemies that can easily kill him in 1v1 combat or in groups, so he makes a character weak in defense and weak in attack due to the rare constructions he has Haves low accuracy and critical hit parameters due to Frenzy's ability that nobody uses, in addition to not maintaining constant damage as other damage classes do. He can only hit 1 strong damage if he makes a low stealth blow, also to be able to do a "decent damage" he must use axes but he loses attack speed and is slow, he can use daggers but loses dodge and some precision parameters, penetration and critical hits Depending on the dagger, and if it is the crafted one, it loses attack speed, then to arm it is difficult and it must also have Wrath in case of emergency. each bonus of these loses other bonuses so it costs to build it in if this class, and as it is a damage it is expensive. I did not add attack strength, but the class should have it because it uses daggers, but what matters most is the damage that is partly better because all skills will do good damage the same Then the rogue as he cannot reduce the damage or he cannot use a shield, his defense is the dodge and it no longer works, so I present some Ideas and arrangements for the defense and offense of the rogue, also that it can be useful for group attacks Dodging Type: Active Increase parameter Dodge 15%-18%-20%-22%-25% Add: Resistance to all control effects and debuffs for 4-4-5-5-6 seconds and remove [Relic of Inmunity] from this Note: It is a defensive skill of the rogue, but its parameters must be increased so that it works better in both PvE and PvP, it is reduced very easily with the accuracy parameter, which turns it to 0%, The Rangers reach the maximum accuracy and the bladedancers have decent accuracy and reduces dodge and parry. PvP mode makes enemies prefer accuracy build than critical hits, so as a defensive skill it is useless, and makes the character an easy target to kill. And the skill should not have similarities with the other skills of the other classes like ranger or hunter, the rogue is supposed to dodge in melee and those classes are ranged and it gives them much more advantage to make attacks, and worse than those stuns of them can only be resisted which is unfair to the rogue who is melee. Also the passive is a skill dependent on this, that if you do not have a good "dodge" it will not be activated and with Build PvP it is 1/5, then the rogue does not have a skill that allows it to defend itself well against the attacks it receives. I added resist to be able to escape from the control abilities, as it is a melee class and the enemies are not allowed to do any damage with all the stuns they put, the resist works like the chieftain, which can be activated while you are in trouble . Smokescreen Reworked Kick in the Back Type: Active Usage range: 5x5 Area of Effect Energy expense: Skill with mana consumptiom Reduces parameter Accuracy 15% - 25% - 35% - 45 - 55% Adding: every succesfull autoattack to the enemy gets again the debuff Note: It is the strong defense skill of the rogue, it is not even dodge, a rogue practically puts dodge on the armor and puts this skill at 5/5 and does a few dodges, but in the pvp mode against many being melee it does not work, so why It works, it must be in the area of effect, it must also reduce the precision quite a lot by 55% to the maximum, because other characters damage such as the ranger all the precision is increased, this makes the dodge absurd and that is why all the hits hit it, also if Come, the enemy would have -5% accuracy, which if you have the dodge activated it would only serve 20% at 1/5, and if it is at 5/5 you would only have 30% dodge. He also added that each hit of the rogue's auto-attacks returns to the enemy the effect of lowering the precision, this is in the case of bladedancers that have a considerably high precision, in addition to reducing the dodge parameter, and it would help a lot to remove the 3 loads resistors in case they do not remove it, it also works for the mermen armor, which always removes the debuff and waiting for the cd makes it useless. It is also a range of 5x5, which is considerably short, because it would be 2 yards of space to the enemy at the moment it is applied, but if the enemy receives a hit he gets the debuff of lowering his accuracy. it's like the exacerbation of the seeker Also smokescreen is literally nerfed because it is for 1 use only, it does the effect to 7 enemies maximum in area, but these can have the debuff if they are auto-attacked With smoke screen and dodge explained, it would be a total of 20% or 30% dodge to do against the enemy, with this in pve you can easily decide whether to put vampirism or more dodge. In pvp it is the same if you decide to dodge him with vampirism accessories and have little resilience, or arm yourself with full sand accessories and have vampirism or dodge enchantments. I emphasize that a 20% dodge is not much, so the skill would not be taken advantage of but it is much better than before where you do not have a considerable dodge and all the enemies hit you without fail Extermination Type: Active Cooldown: 20 seconds max level Add: Effect Penetration 10%-13%-15%-18% and Increase damage 5%-10%-15%-20% Note: The cd is excessively high that forces you to put a cd in your helmet and boots and even so the effect is not permanent like the other damage classes, so it must be reduced to 20 seconds, so as not to have gaps in attack speed in the Fights that only appear because you are stunned sounds better, I also added 18% penetration because it would have Smokescreen's energy consumption ability, and with how little the character hits and how slow in DPS. Trickiest Technique Type: Active Increase chance stun 100% level maxed Increase time stun 4 seconds level maxed Add: Decreases enemy's attack speed parameter 10%-15%-20%-30% Note: Stun has many failures in pvp but many, plus it has many counters such as Block, Parry, Dodge and Resistance. So if it can be defended by the enemies, why put 90% chance stun?, I do not see it very useful in itself honestly, also the ability should have a parameter to reduce the attack speed of the enemy after the stun, this is for be able to deal damage class against them and not die from auto-attacks as easily as seeker or blade dancer. And adding lowering the attack speed of the blade dancer would be the best thing that could be done to do battle with them, because it is not fair that this class has a counter for all of them, the attack speed of the rogue is high but if it goes axes it is slow, and if Daggers do not hurt, and if sap reduces the damage and the attack speed is a very strong skill also that you will be under the effect of paralysis which is annoying not being able to do anything Now why the stun time it has to be 3.5 seconds and not 4? explained are 3 seconds of stun plus 1 bad addition that does not work Flurry of Steel Type: Active Increase chance stun 100% level maxed Increase time stun 4 seconds level maxed Combo: If you are in under effect Stealth ignores dodge and parry effect Note: Ok this is the most useful and useless skill of the rogue at the same time, its error is that the stun time lasts very little time 2 seconds 4/4, also it has a low chance of applying it 80% 4/4, and this is another skill that can be defended with Block, Parry, Dodge and Resistance. So adding the stun skills of the rogue are 5 seconds of stun for attack which 5 seconds for a character who should use "daggers" and uses axes is very little time to do damage with the slowness and little that hits, it is not even a good DPS, ok regarding Parry because it applies to him if it is a ranged ability? I have already done enough pvps and it fails for a parry this is extremely stressful because it gives the enemy the opportunity to slaughter you with only 1 combo, and the rogue has literally none at the moment everything is a matter of luck if you hit the stun, take away those defensive parameters Under the stealth ability, a frontal attack can be defended but if you don't know where he is? the stun should be applied Ok I emphasize the stuns the strong ones of the rogue pvp, the failure rate is very high, both are not 100% probable that they apply the stun all enemies can make them defenses so their application rate is not 80-90% it is much lower honestly I also emphasize the stun time that adding would be 8 seconds of pure attack, while the enemy cannot move, this makes it more useful, also reducing the attack speed makes it a good opponent for bladedancers who apply the same skill to us Poisonus Blades + Trickiest Technique Fix Healing from enemies, I cant heal if hunter or another rogue puts poison in boss 1st than me, so I need put poison 1st for get heal Killers instinct (Reworked Frenzy) Type: Active Increase critical hit parameter to 8%-13%-18%-25% and critical hit damage to 5%-10%-15%-20%, enemies inside in the area of effect 3x3 gets bleeding of 30% of dmg base PvE: Unlimited PvP: 4/4 7 Players Note: Some say that the rogue is melee and that it should be like that because yes but it does not say that it has defenses in the area and the rogue as I described it is still melee only with a little damage in area, because Ricochet's skill also does not work and does good damage
  13. I just want to clarify one thing before I start: Vampirism is not good for PvP if you are melee or tank class good actually if vampirism is good but only if you are attack speed and can stun the enemy, something the DK isn't at at all, he can only do stuns, he doesn't even have the barbaric ability to increase attack speed It really is time to be realistic, killing a DK is the easiest thing in the world and more if you are a ranged attack character or stuner the real problem with the DK's tanking is this skill: In my opinion it is useless it does not make sense, I have a dk and what it costs to activate that skill, rather I almost never use it, also if I receive stuns or want to attack the enemy this skill is the one that worries me the least, then it should be more comfortable like the skill of the wardens In addition, it is useless to activate it if you are going to face an opponent(s) or an entire guild that will be doing stuns at all times, since honestly that skill should be active with mana consumption, not active for only 8 seconds!, this character is one of the classics and I see him totally useless, besides at the same time it hurts me a bit and I also feel cheated, because he cannot tank decently in a literal sense, he is supposed to be the Lord of death (and die for 1 dog?), he should kill many and not be killed. I in my opinion this class should be more immortal than the warden himself and more resistant than the barbarian Also the abandoned are dead beings, the dk is the one that should make each block is a heal but since he is a death knight he must feed on deaths (vampirism) but that in reality this works as a passive ability and not take the life of the character himself is absurd Another point that I want to touch reserves should be removed, since very few use that ability to the maximum of how nerfed it is, in addition to putting health regeneration runes on it spends important bonuses such as parry or health increase The true passive ability of the Death Knight should be saturation 50% 4/4 but also his real name should be Aura of Hate 😒 to finish this character should be an immortal and dangerous machine in what is the legion side to be worthy of that name. thanks...
  14. Life Exhaust I don't know about this. Because once I use it, I don't really see if dot damage is dodge or block. Shadow Sphere This is a definite buff, but we've already received the damage nerf. But I think we can expect better damage to the new mechanism. Grimoire It's very sad that the extra healing effect has been transferred to this skill because I don't use this skill. Dev said he'd save the unpopular skills, but I don't think I'll use Life Exhaust because no more extra healing at Dark Seal. By the way I think its good for pve user Dark Seal I've used the Dark Seal - Life Exhaust combo before, but I didn't feel like I could guarantee a better viability. To increase the viability by this skill, must first use Hex and then use Dark Seal. And this applies only to one enemy. I don't think this is good for increase Warlock's viability. Because there's a lot of potential for resistance. Warlock needs skills to survive, not to be bound by resistance.
  15. 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!!!
  16. hello to everyone. I am writing this post because many people have asked me why I quit the game despite the fact that I like it so much and I play it from the very beginning. I think you all agree with me that the game is getting worse. The creators of this game listen to the wrong people, and as you know, a large number of players are just children who, as soon as they see that they are trying to weaken the profession they are currently playing, get furious and take to the forum and the changes that the game developers want to make to make a balance are almost impossible. Children are not constructive and many players who play this game lose their desire to just quit the game, or those who don't want to part ways create a character on the opposite side to have some fun with the game, although it hurts the side they played even more. U-speech in balance between MC and forsaken vs elves and chaosen. Currently, the game looks like that only the elves win wars, events and they only get stronger and the opposing side loses players who simply do not have the strength and nerves in this unequal fight. Warden who does not have enough healing while blocking, additionally has a skill that is hard for him to kill and he is hit very weakly, which in the end ends with the warden standing afk and no one can kill him. A warden who doesn't have enough healing while blocking, additionally has a skill that is hard for him to kill and he is beaten very poorly, which in the end ends with the warden standing afk and no one can kill him where the death knight if he hits the warden, the death knight will sooner die than warden and the same is with anyone who tries to fight a warden I mean rogue hunter where the death knight falls in a moment the same is with other tanks except warden. I don't understand why, despite the fact that the warden has blocking healing and a skill that reduces damage, he got a new skill that reduces enemy damage and increases it to the warden. no tank has aggression which additionally heals just old professions have the same skills as new but worse. the death knight got a lot of weakness but warden when the game developers proposed that blocking healing should be energized, the children fell into tears and the game developers withdrew the change. Do you not see what the game looks like? it just can't be played if it is played on the mcc side. The next profession that requires changes is the mage. He has a shield that lasts quite a long time and if you break it, he can turn on the next one. A meditation that restores the mana to its fullest is a joke. As a result, magicians who have huge hits put penetrations into the rings and critical ones into the belt. I've tried to do bosses with my friend recently and on bosses the mages just beat themselves bosses because they are so strong. When I tried to kill him with my friend and both of us were heavily upgraded (+10 weapons and armor) it ended with the mage left with full life and we both got killed. why the mage, despite being so strong, got another skill that removes positive skills from the enemy? Such a skill would be more appropriate if a warlock got it. The lack of mages getting under penetration, critical and cooldowns have a shield of a lot of stuns can weaken the tank by removing its dark shield when it comes to the dark knight or healing healers. The game on the elven side looks like the mages, warden, ranger and bladedancers themselves are created. Nobody makes paladins and other classes because they are unnecessary since the warden does not need healing and the mage. the druid has lots of stuns and a lot of treatment. no one makes paladins. We will never do dunegon merman on the mcc side if nothing changes because a team of warden and mages will fall and kill everyone without loss, because the warden will have full health and the mage has shields and after hitting the teleport which deals strong damage if he additionally chews comets that give the next strong injuries a lot of people will kill and eventually finish off with an attack and in addition chewing stun simply nothing can be done. the next thing is new skills like resistance. I do not understand why resistance is not added every now and then so that stony sometimes do not sit, you just need to turn on the skill that sometimes has or wait a year for special armor. It's strange that a much lower level can repel a high-level player just as much. If resistance was added automatically without requiring special armor or upgrades and skills, the tank would have normal chances and professions that beat at a distance would have to think sometimes. I am sad when I see what is happening with this game now, but if this is how the game should look like and if entering the game is to mean unnecessary nervousness and frustration because I will meet elves who will sweep me around or someone will leave the game or go to the elves' side. why play it. Look more closely at the developers of the game and stop listen to the children. I don't care about weakening the elves by some significant ones so that the elves are very weak and about some leveling of chances, looking at old skills and balancing them instead of adding new ones. Increasing the cooldown of stuns for each profession, Resist should grow as well as solidity Increasing the mage's shield cooldown and healing for blocking an attack would take mana or instead of healing it would have a positive effect or reflect damage by some percentage
  17. I would like to suggest a rework on either of the 2 skills mentioned below: 1. Saturation: It would be better to reduce it's health consumption rate. Basically, Dark Knight players without a good amount of steal health can't gain enough health to tackle it's side effects. Imagine a player with bare amount of gold uses this skill as a hope to farm and earn some gold. Not only them, all dark Knights will become much more reliable without having them to have +10 equips. I mean, why not? If a medium amped warden can do it, why can't we? On to the next one, as I said reworking on either of this skills will like bring back life with smiles on the legion side. It's all about balancing of the skill between the two oppositions. 2. Secret Reserves : Literally a skill which got nerfed into being nothing. It's good in PvP on 1 on 1. That's literally it. Making it 4/4 is another rip off. I mean that reactivation time of a PASSIVE skill is way too much. You will die within the long run, no jokes. It would be better to rework the skill either by removing that sure dead reactivation time or you could easily change to how it works to, Certain percentage of health is regained with each successful BLOCK or PARRY or maybe DODGE. ( I know what you are thinking :'3 ) Well, as I said, reworking on either of these 2 skill would kinda balance out the skill between Dark Knight and Warden. Not only that, as a matter of fact, the frustrated DK players who have left, will leave will again have a BIG HOPE of being reliable with just medium amped equips. How cool is that? Can you imagine newbies who got interested in DK can actually help themselves in quest in servers where there are very less players. Give the legion side a chance to shine too!
  18. Those Chinese who using very cheap coins and destroy items prices r just unfair make it fair for all let all use it or delete that stupid method that ruin the whole game here is ss from Chinese who using it 298 thier currency is like 40$ while other people paying 99$ and thats not fair will destroy the whole game and those Chinese doing that cheap method for thier non Chinese friends lot quit cuz of this so do something about it pls and save this game
  19. First of all, I know the game is yours and you make whatever you want with the skills, but there are kind of rules to a fair pvp about crowd controls. Roots are intended to prevent movement skills, not every skill. It is just to immobilize the target, as you can see here on this Wikipedia page: https://en.wikipedia.org/wiki/Crowd_control_(video_gaming)#Types_of_crowd_control. On the first topic says this about roots: "Root/Snare - immobilizes character while allowing all other actions to occur". I'm really tilted about the Druid root right now. That's why I'm asking it to be changed. As a lvl 16 weak Necromancer, I just wanna be able to use my shield and heal while I'm rooted, because this is the way a root should work to be fair for the opponent. The current root Druids have is called stun. At least try to make a fair pvp, please.
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