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Found 7 results

  1. 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.
  2. First of all I want say the new rebalance is good, but not for chieftain type "HYBRID", we getting nerf with this: Dual Wield Specialization Added a 30% reduction in magical damage from a weapon in the left hand. With this we getting a nerf, I know about elfs saying we are very stronger in damage killing their partys in t4 and t3 quests, but this is totally using pvp set even they not, I am freeplayer and since this character was released I play it, I think this nerf of "30% reduction in magical damage from a weapon in the left hand." Is totally bad! is very hard to get much magical damage, this update is just for rich people that can amp +10, my chieftain at the moment have 850 magical damage with guild, ring greatness, cape craft lvl30 and lvl32 amulet horror %, and I calculed after update of game i just will have 700 of magical damage, now look in aspect "PVP"... PVP ASPECT The chieftain in this aspect just work using physical damage because in aspect "PVE" we are stronger for criticals, then eagle is 60% of magical damage, imagine I have 700 magical damage 60% is 420 dealing magical damage, now count that 420 with -45% for resilience of enemy, it is 231 magical damage now count defense of enemy... Normally is -45% with penetration of 15% we got reduction of 30%, then (231 - 30%)= 162 of magical damage dealed, ok I will count ferocity +45% of damage dealed then is (162 + 45%= 239), we can see with this a chieftain can deal 239 magical damage with eagle eye per tick.... Do you think this fair? now let's see this "30% reduction in magical damage from a weapon in the left hand." ¡SO BEAUTIFUL! PVE ASPECT The chieftain in this aspect is so good... Why I say this? well, I delicately armed each armor of my chieftain to try to achieve as much as possible and to serve with my relics, and well it is so good, critical hits are going good and strongers by the critical damage of the guild and well, I just can say we are good damagers because criticals hits but in aspect "PVP" I can't say it for the resilience.... Here's the other problem... Change of magical power in two-handed maces and spears For all two-handed maces and spears the value of magic power was increased by ~18% This new mechanism is good... but.... I still thinking on the same thing that I told before, we got nerfed in the aspect magical damage of 2 weapons of 1handed mace so this is one thing for make we don't become angry? For be good damagers in this class being magicals, ¿Are we obliged to use spears and 2handed maces? So ¿Can't we be hybrids? ¿Is this serious? SKILLS REWORKS Rugged Hide Reduced the skill’s duration: from 6 \ 8 \ 10 \ 12 seconds, to 6 \ 8 \ 9 \ 10 seconds. Is necessary to reduce the duration of skill? We are already weak class and for tears of sentinnels we are being nerfed? Even them have shields of long duration and much reduction damage and they don't think on their nerf? Frenzy Reduced the skill’s damage: from 40 \ 45 \ 45 \ 50 % of physical power to 40 \ 40 \ 45 \ 45 % of physical power. The skill will now additionally apply the “Stun” effect to the target for 2 \ 3 \ 3 \ 4 seconds if it’s under the effect of the “Thrashing” skill. Im totally agree with this rework, I don't think -5% of physical is bad, anyway it does a lot of damage, and I like the new stun skill, it is so good but here I come again... before I was talking about hybrid class nerf, you guys just buffing chieftain in the aspect pvp but being physical, not magical, with rework of "30% reduction in magical damage from a weapon in the left hand." we are already more destroyed because we become low damage being hybrids for this reason many that likes magical need become full magical and stop being hybrids, so they are losing the new rework of stun for long time and the people that likes full physical damage but still was hybrids they become full physicals with this update and they become weaks in pve because don't have area damage? Is this nerf will be granted for next update I just think I won't play anymore, it really hurts me, I am a freeplay because in my country I can't buy miracle coins so I get all with effort and I have 10 months saving a lot of things and making my chief stronger, then I finally built my chieftain for be stronger and we get nerf? So you telling that I have 10 months of my life threw to the trash just because sentinnels are crying all the time? And sorry I don't want touch this topic of sentinnels but ¡is the true! all the time we get any buff or we are strongers than sentinnels ¡they just cry for all! I really think this things I told is bad get fix because is very unfair for freeplayers, you guys making this very very good game become to game type "pay to win"? No bro... I no want this for a good game... Greetings and I really hope fix this as soon as possible...
  3. Hello brave warriors, I'm bringing you suggestions regarding a class I really like, Warlock. This class is one of the most amazing group control, which plays an important role in various types of content within PvP. Having only 1 weakness very easy to be exploited, in the case of its survival, the Warlock is an extremely fragile class, where only a resister can end his combo and make him die, he only has stone as a means of escape, but the enemy can simply wait for you with their control selected, to use the lock as soon as possible. So I come here to bring you 2 suggestions that can change both your PvP and your PvE that is also harmed due to this weakness. Suggestion 1 - Changing the Dark Seal Images of the skill as it currently works. 1. It would be interesting to have a passive that could even be used as a replacement for the black seal, it would have the function of applying a shield on the Warlock similar to the mage's barrier for each resisted stun, thus giving the class one more chance to survive, it could have one cd of course but in a way that Warlock could still exploit it. 2. Another possible change to the black seal would be to leave it as an area skill, as if it were a seal summoned on the ground, very macabre I would say, its effect would be to apply a damage reduction to all enemies that were inside the seal area, however this reduction would only be active for damage directed to the Warlock, if the enemy leaves the seal the effect would be removed, in addition to this effect the warlock could recover a % of the damage done by his arrow of darkness to the targets inside of the seal. Hey, which Seal change did you find most interesting? Suggestion 2 - Change in the Stone Body Images of the skill as it currently works. Well the skill of petreo is really a lifesaver for Warlock, but it has some flaws that have always been pointed out by players, a change that was of great help in this skill was the option to leave it anytime you wanted, but it is still a problem, your healing has a dependency on Warlock's hp, which is a kind of interesting mechanic within PvP, but Warlock is still vulnerable when leaving the stone, so I have 3 possible changes here. 1. Gain of mobility That's right, simply add movement to the Warlock while under stone, with the same limitation as the Templar, where it would be slowed. 2. Completely change the mechanics of the stone In this case my suggestion would be to turn it into a kind of armor that reduces the damage done to the Warlock by some %, I let your imagination act, but let's say it was 20%, but the Warlock would still receive a cure when the stone was used, it would make it a little more resistant. 3. Self-defense system In this case it would be to add a passive where the Warlock could trigger a self-defense system where the stone could apply the zone skill around itself to prevent melee classes from catching the Warlock in its moment of weakness, I believe this option is a little more complicated lol. Which of these 3 did you find the most viable? Well, I believe we all agree that Warlock's only problem is its lack of survival, so what other improvements would be more needed than increasing its survival kit? This post was made using google translator.
  4. the necromancer is a support class with several qualities, but with the passage of time it's losing a bit of relevance, besides having a slow gameplay. In this post I will make some suggestions to make the necromancer's gameplay more dynamic, as well as suggest some changes in problematic skills of the class. DEATHLY EYE perhaps the necromancer's weakest abilities, lost all function over time. today it is only used to activate the relics. here I suggest giving an identity to this skill, it would be a damage booster, in addition to still being used to apply the poison effect with the poison spittle changes CD: 2s to 9s DURATION: 30s in all ranks NEW EFFECT: increases damage taken by enemy by 7-9-11-13-16%. now the maximum number of stacks would be 1 this ability would now interact with the ''Fateful Connection'' ability, the connected targets also receive the Deathly eye effect read about infection later NIGHTMARES a strong skill in some arenas, completely useless in others. here i suggest adding an effect after the nightmare debuff change CD: 15s to 18s EFFECT DURATION: -2s (example now debuff duration is 7s, after att debuff duration is 5s) ADDITIONAL EFFECT: after the nightmare ends, or if the effect is interrupted. the target is silenced for 1 - 1.5 - 2 - 2.5 - 3 seconds with this change, even if the nightmare were interrupted, it would still have an additional effect to not render the skill useless. BONE SHIELD even after the talent that strengthens this ability, it is still weak. my suggestion here is simple, add a coefficient of % of the target's hp to skill. change remove the skill's base shield value. add a % of the target's hp to the shield. for example: % spell power + 5 - 10 - 15 - 20 - 25% of the shield target's maximum HP. this change would also apply to the priests. POISONOUS SHIELD a very good skill of necromancers, however the healing effect ends up being little used, due to several problems, including the visual bug, and movement of the target under the effect of the shield. my suggestion is to simply make the shield heal the target without needing 'Acid Rain'' change now the poisonous shield heals the friendly target every time the healing frequency would be changed to every 2s, the healing values could be adjusted to reflect the new mechanics necromancer is the only one of the 4 healers/supports that has only one reliable cure, this change would change that. INFECTION It's a good necromancer skill, but its effect is very similar to the ''Deathly Eye'' effect so to improve both skills I will split this skill into two. Read ''Deathly Eye'' at the beginning. this would become an ability used only to deal damage. your interaction with ''Fateful Connection'' will be transferred to ''Deathly eye'' change CD: 22s to 16s EFFECT: deals damage to the enemy target, and to all enemies within 1m of the target. adds ''Infection'' effect to targets hit, this effect deals damage to enemies for 6s (every 2s, total 3x dmg) the ability would now deal instant damage, which is something necromancers almost don't have. PANIC! an excellent skill for pvp, my suggestion here is to just leave the default area of effect for all levels change area of effect adjusted to be equal at all skill levels ACID RAIN my suggestion for this skill is purely visual, add a green effect to the ground, to help enemies and even allies and know where exactly the rain is falling. DEAD SOLDIER a skill dear to many, hated by others. I believe this is a very tricky skill to balance. getting either too strong or too weak. my suggestion is to remove the totem, and add a normal summons for the necromancer. change CD: 45s to 30s NEW EFFECT: summons a skeleton archer in the selected area to attack enemies. (basically the same elemental as the druid). Skeleton strength increases by 15 - 18 - 21 - 25% if there is at least one corpse near the summoning area. in addition, the skeleton would receive necromancer status, the same as other evocations already receive ->the skeleton archer concentrates his attack on targets the necromancer uses the ''Poison Spittle'' skill
  5. it's no secret that the charmer is being an above average class at the moment with the physical build. spam from dogs in the area can be problematic for some classes (not so much for others). but I'm not here to talk about the charmer's dogs, I believe the DEVs will do their best to balance the class in the next update. I came to make some suggestions for changes in some of the charms' skills GOADING (aggro skill) the only aggro skill of the charmer. i don't think the charmer and the templar need any other aggro skill, but the aggro skill of these two classes need to be improved to make up for that. in the case of the templar and the charmer, this skill should have a lower DC, something like 10 seconds, as it's the skill used both for aggregating a target and for multiple targets. and in the case of the charmer, the skill's range should be increased, to be standardized with the templar, which is 3m. changes CD: 14s to 10s area of effect: 2m to 3m. with these changes it would be much easier to play as a tank with these two classes, without needing to add another aggro skill unnecessarily. OTHERWORLDLY FIRE (rework) this is a weak ability, even on buildings aimed at magic damage. its cooldown is very high, damage is low, area is small, and stun chance is low. this skill needs a good targeting, being a skill with a single function, in this case it would be to deal damage in area. increase skill's range of action to 2m (5x5), remove skill's stun chance, reduce cooldown, increase skill damage depending on character's spell power, add chance to burn enemies hit, dealing damage over time. changes CD: 24s to 20s area of effect: 3x3 (1 m) to 5x5 (2 m) increase damage add a chance to burn targets hit for 8s equal to the character's ''critical hit'' remove chance of stun SUMMONER SKILL (interaction with relic) this is a very good skill, actually for her I come to make a small suggestion. this ability cannot critically hit normally. however if the charmer uses an ''Icy relic if cruelty'' it makes the area damage of that skill critical, ignoring a barrier that exists within the skill. change my suggestion is: make this skill critically hit even without using the relic, or completely remove the possibility of this skill causing a critical hit, even with the Christmas relic. EYE OF DARKNESS (buff) this is an ok skill, not very good, but not bad. I suggest increasing the effect duration at all levels, to avoid skill spam, and maybe add some new effect to the skill as well. change increase skill effect time HELP OF CHAOS (buff bird atk range) arguably the charmer's best magical ability, but he's a support pet, and often when he gets into melee range to perform a basic attack he dies. my suggestion is to simply add some attack range to the bird. change increase attack range: melee to 3~4m visual update for pets without further ado, it would be nice to make some updates to the look of the charmer's pets, the game evolved graphically, and the pets summoned by the charmer turned out to be ugly and outdated, it would be amazing to make some visual improvement on both
  6. Hello brave warriors, I come to talk about another class, this time the shaman, my current active account. In my view there is not much that can be done in relation to the shaman, he is a great class in all aspects, being dispensable only for the game's PvE, but to solve this problem a balance would not be enough, I believe that all the content The game's PvE deserves a buff, since mobs, tws and the like for tanks and supports to reemerge from the ashes, but that's a subject for another topic. I'm bringing 3 suggestions for changes to the class, so let's go. 1- Earth Protection This change would be simple, make the group skill, that's right, the earth protection currently can easily be applied to the full group, but you should go buffing your allies 1 to 1, which makes the skill more tiring, and losing your potential. I suggest that for each level a random ally is benefited in the shaman's group, I'll bring some examples here. Ability 1/5 - It would only apply to the selected target, but it would still have the same effect time and % buff that it is today just like the other levels. Ability 2/5 - Apply the effect to both the target and a random member in the party prioritizing those without the buff. Ability 3/5 - Would apply to the target plus 2 random allies in the party. Ability 4/5 - Would apply to target plus 3 random party members. Ability 5/5 - Would apply to target and all party members, always renewing everyone's effect when applied to target. 2- Fire Totem This change would be a little more worked, my suggestion would be that the totem was an area, but with a different mechanics that made it sustainable, it is undeniable that the great power of this skill is its high damage target, but in GvG battles or with many mobs it is not it's as viable as that. my suggestion would be to put an area damage distribution effect as well as the paladin's ability, but that only activates if the shaman uses earthquakes on the targets, so it would give us the option to decide whether it would be target or area, bringing the ability then for group battles, because the great advantage would be the flaming effect if applied in the area, for shamans who focused on the critical attack attribute it would be of great offensive help. 3- Shamanic Cleansing In this case my suggestion would be to add resistance to the skill, as it has a low duration which is similar to several resistance abilities we have in the game, nowadays the shaman removes the ally's debuffs but soon after the ally is debuffed again , with the application of a resist this would be avoided for a few seconds. What do you think of my suggestions? Is there anything that needs to be added?
  7. Eofortun


    On the 15th of October 2021 it was announced on the official WS Facebook that the next big balance will be in the 2nd half of December. I ask you to review all the mistakes made with the Rogue class, there is no late game for the class as it does not get any vacancy in high level guild for not contributing anything in GvGs, as compared to a Chief or Hunter it is insignificant. I already want to stop rogue like many others have done, this is shameful. * Change the skill pve frenzy which is rubbish, leave it with constant consumption. Give the class a damage boost skill, ridicule every other dmg in the game has a damage boost minus rogues. from BR - Tourmaline
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