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  1. Ideas to make Warlock survive longer (and therefore easier to level up): Increase Life Exhaust healing, but decrease Dark Seal effect to balance. Black Seal Rework: Reduces the enemy's healing effects and any damage done to the enemy with the Seal, heals Warlock according to the damage dealt (Example: a hit from Dark Sphere would heal more than a hit frol Pool of Darkness) to a maximum of (?). Increasing the skill level increases the healing reduction, the percentage of damage that is healed and the maxium possible healing. New skill. Simple.
  2. Pls, don't hate me, these aren't nerf suggestions, just some ideas. I did the same thing for Warlocks. Temporal Distortion: Increases damage. This would be the main AoE damage skill of the Mage. Instead of dealing damage in the Mage's destination, deals damage at the origin of the teleport, so the Mage can take distance of the enemy and attack from a safe range (actually, the Warlock needs something like this). 1 and 2/5: Base range 3 and 4/5: +1 meter 5/5: +2 meters Stone Shards: High Stun chance (almost 100% at 5/5) but highly decreases the base damage. Increasing the skill level increases stun time (a little), chance and damage (a little) Solar Armor: (Rework) Ignore part of the damage of the next hits done to the Mage and deals some damage to the enemy. 1/5: Ignores 40% of the damage of the next hit and deals 30% of the Magic Damage to the enemy that attacks. 2/5: Ignores 50% of the damage of the next 2 hits and deals 35% of the MDMG to the enemy. 3/5: Ignores 60% of the damage of the next 2 hits and deals 40% of the MDMG to the enemy. 4/5 Ignores 70% of the damage of the next 3 hits and deals 45% of the MDMG to the enemy. 5/5: Ignores 80% of the damage of the next 3 hits and deals 50% of the MDMG to the enemy. Aura of Fire: Leaves a 3x3 fire trail every 2 seconds where the Mage passed. Increases Solar Armor damage. If the Mage uses Temporal Distortion while this skill is active, leaves a 3x3 fire trail from the origin to the destination of the teleport. Ethereal Barrier: Has a cooldown. Example: 4/4 Ethereal Barrier: The Mage still ignores damage every 2 hits, but has a 4 seconds cooldown, since the Solar Armor would ignore damage too. Other skills: Increases the damage of the ranged skills to value them.
  3. If you have a suggestion of a skill rework (don't matter if you play with the class or not), say it here!
  4. In this topic, i don't give a suggestion. YOU give it.
  5. Hey there! So I've been playing Warden since the release and now I'm at lvl22, and I think it was enough to figure out what it needed as the two remaining expert skills from my own point of view, might as well brainstorm some ideas, maybe it'd help to inspire devs in a way or another to create the new skills (If not done yet). First I'm gonna start with giving a general opinion about the class and its possible roles and aspects in the game. First of all, Warden is tanky af. According to the green bar that appears at the beginning of the process of making a new character, it has a full defensive capability, which by the way exceeds Barbarians and Deathknights, the only thing is that it has lower damage, single target and AoE control, and movement skills. With that much tankiness, it can tank 1v1 very efficiently and better than any other class, but I don't think it has a big role in group play, because it lacks the AoE control, further more, the lack of movement skills (Jump/Rush) and ranged disables, it could be kited forever and ever. And in dungeons, it deals way too low damage to be as useful as other elf tanks. Anyways, let's not make this topic too long as usual. In my opinion, Warden doesn't need any more defensive skills, it should rather have some more damage or AoE control to be viable in its alliance. Here are my ideas: **Numbers in all skill suggestions are subject to change of course** 1- Repulsive Jump (Active) : The warden rush-jumps to a certain place creating with his heaviness a strong earthquake pushing away surrounding enemies and locking their movement for a certain amount of time, enemies will still be able to use skills and attack. (The effect is similar to Mage's Illusory Chains) Cooldown: 20 seconds. Jump range: 4 yards. Push radius: 3x3 around the Warden. Knock-back distance and lock duration depend on skill level: 1 yard - 1 sec, 2 yards - 2 seconds, 3 yards - 3 seconds, 3 yards - 4.5 seconds. 2- Survival Rage (Active) : Warden enchants his weapon for some time increasing his physical attack and critical hit and increases the chance to deal a stun with each attack (The stun stat). Buff duration and amount increase with studying the skill. Cooldown: 45 seconds. Buff duration: 5/7/10/14 seconds. Buff percentage: +2% > +4% > +6% > +8% to physical damage, critical hit chance, and +2% > +3% > +4% > +5% to stun chance. 3- Deadly Path (Active) : The Warden casts an aura on himself, increasing his movement speed and periodically damaging surrounding enemies around the Warden. While the skill is active, warden's defense is decreased. The skill's duration increase with skill development, and the damage depends on the character's physical damage and skill's level. Cooldown: 25 seconds Buff duration: 2/4/6/8 seconds Damage: 5% > 9% > 13% > 17% of the character's physical damage. Warden's Defense is deceased by: 5% > 7% > 9% > 10% That's it.. Thoughts? Ideas?
  6. creo que sería una gran idea una update en la que los desarrolladores creasen un edificio donde todos los jugadores pudiesen tener una casa o un almacén para guardar items. Estos hogares se alquilarían y de tal manera que si dejas de pagar perdieses tus items. Pienso que sería divertido
  7. i see you havent made more skills in a long time so why dont we forum members suggest some skills for classes to give them inspiration? ill start.... Rogue: Clone The rogue summons multiple identical clones of himself that walk right beside or in front of him. clones do nothing (except pretends to hit in combat). each clown disappears when hit or takes a certain amount of damage. Barbarian: Revolve the barbarian swings around at a rapid speed for a few seconds. anyone near the barb gets continous damage. the barb's resistance towards attacks is also increased. Necro: Resurrect the necromancer becomes paralyzed for a few seconds and loses health after summoning an ally to fight for a fixed amount of time. after that time is up, the revived hero will die again. **revived ally will have minimal health** Priest: Awaken the priest loses all of his power (attack and defense go 0) after reviving an ally for a few seconds. after the time is up, the ally will die again and the priest's power will be restored. **revived ally will have minimal health** Mage: Flare the mage emits a blinding light that immediately pushes all enemies around the mage far away (depending how close they are) and stuns them for a few seconds. ** maybe not such I good idea,i realised it is wayy to similar to chains** Paladin: Mystical Barrier the paladin surrounds himself and his allies in a fairly big energy field (4x4) where all opposing players and attacks are deflected away from whoever is inside. during this time, the paladin is unable to move or attack. Druid: Vines the druid summons a plethora of miniature vines around a small area (3x3). any player within that range gets their energy drained slowly during the time of the attack. *this skill does not stop opponents from moving or using skills like entangling roots* ____ all i can think for now. please add your skill suggestions and opinions for the devs to see , make sure its in simple format like this so everyone can understand!
  8. So. I have seen epic ideas under this thread, many of them should be built in Warspear Online. However, I also see comments claiming that this would never happen. Our ideas will never be built in the game we love. What if a representative among you, dear developers, would visit Suggestions thread sometimes and comment on ideas like "Good idea" or "I see opportunity in this idea". To give us hope that we can help developing your game. Of course, things wouldn't stop here. For example every two updates you should contain something taken from the awesome ideas made here, beleive, it would attract more people to play. A game where your suggestions are welcomed! Think about it, devs. This is a great opportunity for you. Though I'm afraid this is will also be only one of the long lost suggestions on Warspear Online forum...
  9. Hello There! I have been playing with Warspear Online for quite a while now, and I love it. I have some suggestions, though, which could make this epic game more epic! Let's get started! --Number 1: A brand new PVP system without annoying gankers-- Yes, there were some topics about a new PVP system, my idea is a little bit different. There would be an interact option to call out a player for a PVP fight. Of course, it would be possible to call players from both allience or enemy faction. If the opposed player accepts the request, the two players would be put in a separate arena-like area (a bit smaller), where they can fight. Potions wouldn't be allowed to be used, and minions would be sent away for the time of the fight (but they wouldn't disappear permanently). The winner of the fight would be awarded with a little gift. For example a little amount of money from the opponent's purse. If the opponent has no money, then he/she wouldn't be able to request or accept fight. Maybe the ammount of the rewarded money could be decided at the beginning of the fight. The players could also set custom rewards from their bags. Of course, there would be different arenas, which would change randomly from fight to fight, just like at arena fights. --NUMBER 2: Marriage-- Maybe you look a bit awkward now, but yes, I think players should be able to marry in the game. There wouldn't be sex, of course. Marrying a person would mean that when he/she enters the game, a highligted info message would inform the other. If the couple fights together, they would get more reward for quests, hunting bosses would have more chance to drop precious items, also dungeoning would have more chance to drop. Since the game is for everyone, I think same gender marriage should also be allowed, although I am not really for it. Maybe in the settings everyone would have to set their gender, for others to be easier to choose their wife/husband. If two players marry, a highligted info message would inform others in the World Chat. Yes, divorcing would also be possible, but with a cost of money. The player who requests divorce, would have to pay like 2000 gold, while the other only 500. Divorcing would only be possible if both players agree. When two players marry for the FIRST time (I mean they had no marriage before), they would receive a special [Marriage Chest] as a gift. This chest would contain some cool and uniqe stuff. --NUMBER 3: Sending gifts to other players-- If you want to thank a player for something, but you don't want to travel to the same area and make an exchange, or he/she isn't online, well, this gift sending system would be perfect for you. Players could send gifts to each other from their bags. If the gifted person is offline, they would receive their gifts as soon as they go online again. It would appear as a daily gift, but in a gift box. Only if they open the box will they know what they've got. It would be possible to set an option for the gift to be anonym (so the target doesn't know who sent the gift) --NUMBER 4: Trophy system-- If a player kills a monster or another player for the first time, let it be ally or enemy, he/she would receive a trophy, which could be seen in a separate menu plot. As at the achievements, others could see player's trophies, and they could compete who has better trophies. For example, player A defeated Hassn, and has his trophy. But Player B defeated Finalsusse, and Player A not. (I am from EU-Emerald) Trophies worth nothing basically, only these competings would make them precious. So, these are my ideas to make Warspear Online better and funnier to play. I will update when I get more. I hope you like my ideas, feel free to comment on them! Ben
  10. Hello i have a really serious issue that needs to be Addressed Elfs Dont have this Problem so if some elf Comments something negative its not there Place and they should just leave this topic At once. Anyone on Mountain Clans knows that theres a problem with The xbow skin drops and weap drops as well as bow. I want to know what your planning to do about these drops and weapons and think we should hear why you havent fixed it or what your thinking of and if your not planning on doing something maybe everyone could help suggest something to fix it. For Example Some suggestions that might be noteworthy "Bow Npc" This is a complicated idea of exchanging a bow for a different weapon . For Example Bows would be Transfered to Rondels and Xbows would be Transfered to Swords Lv13 Longbow with bloody Reaper skin > Would go to Acute a Falchion With Rippers dagger Skins would just go to a opposite 1H Skin Doom Xbow With ice xbow>>> Goes to Doom Blade with Ice dagger. Etc Npc would cost 20k per weapon and would be Available in Nadir and Ayivondil Harbor. Other Suggestion i thought was noteworthy was Mail System. Very Simple Concept be allowed to send mailed items To your other characters in this way people Could transfer bows/Xbows to Elf Side Characters for use. Please Clear up this mistake in the game and help find a use for these drops Thanks
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