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  1. 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...
  2. Hello everyone, There have been numerous number of thoughts and opinion posts about all the class reworks around the entire forum. I noticed that there wasn't one about locks in the international forum so I have taken it upon myself to do an in-depth analysis and provide some suggestions that could benefit the class overall. Let's get started. "Developer commentary: The Warlock had problems with energy, which in a number of game situations did not allow it to fully realize the capabilities of the class. Reducing the energy cost of some abilities, as well as increasing defensive potential and survivability, compensate for the weakening of key control skills." Warlocks are controllers with very high survivability and one of the most easiest classes to play so it was really important to introduce some of these changes. Warlock commentary: The defining skill of the warlock that displayed too much efficiency especially in mass battles. Since the resist parameter doesn't exist in game, it was important to increase the cooldown. Adding onto the fact that, the other side does not have many aoe stun skills, the developers did really well in nerfing this skill. Suggested change: I personally feel that the cooldown of 20s is too low as this would still let the warlock use the skill every 15s or so. The cooldown of this skill should be increased to 40s since it's a really powerful skill that stuns so many as compared to Templar's reverse flow, paladin fetters and other sentinel AOE stun classes. This would greatly benefit the balance on both factions. Warlock commentary: As we're all aware, one of the most powerful skills of the warlock that silenced many enemies at a time while reducing their magic def, this skill was just asking for a nerf. Since one nerf of this skill wasn't good enough, it's only right it takes a hit another time. Again, locks don't have to worry because since we're losing key skills the developers have made sure there's a subsequent increase in other skills of the lock, Suggested change: Increase the duration of the skill back to 12s. But it shouldn't be used very often by locks, since warlocks never get stunned in GvGs so increase the cooldown from 30s to 50s. Reduce magic defense reduction from 20 / 30 / 40 / 50 > 2 / 3 / 4 / 5. It's only fair as zero's at the wrong place could have drastic effects. It's also important to push all enemies in the zone out of it every 2s so they don't get silenced often. Warlock commentary: The best healing skill in game upto date. To be fair increasing the numbers on this skill by 10% on both sides is a bit too much in my opinion as this skill works brilliantly alone without any combinations of other skills. It's been known to heal warlocks from low hp to full hp instantly especially in arena battles and GvGs with just 1 click of a button. I have seen bladedancers attacking locks for over 10 mins but not able to outdmg this awesome heal skill. Suggested change: Decrease the range of the skill from 4 yards to 1 yard since healing so much in arena from so far is not ideal. Make a 3 skill combination of weakness zone, grimoire and exhaust. Now, the enemy must have both (zone + grimoire) debuff at the same time to activate the extra healing effect of this skill. Warlock commentary: The best talent on the warlock skill tree that's worth every grind in knowledge. I mean who doesn't want 2.5% damage reduction that stacks to 5 buffs almost instantly without depending on grimoire? It's good that there is a max number of stacks otherwise all locks would have accumulated this talent within seconds of its use making them extremely tanky with 12.5% damage reduction. It's almost a passive skill. Suggested change: Similar to exhaust change, this talent should not activate without a 3 skill combination. Warlock commentary: One of the key skills of warlock that everyone invests skill points in due to it's massive AOE damage. But still since warlock lost a little bit of their key controls, it's only fair they get compensated by 18% in this department. In PVE, this change might increase the pool damage from 240 per tick to 2400 per tick as we all know zero's work differently for locks. Not to mention in the PVP department, the skill might change from 50 to 5000 damage per tick with this increase creating a massive imbalance. Suggested changes: This skill should not just be resisted, when more than 2 enemies are in the affected area, Harad himself descends to erase this skill and increase it's base cooldown by 12 minutes. Warlock commentary: Some conspiracy theorists say that the enemy is feared so bad that they reach Mars. Suggested changes: Everytime a warlock clicks this skill, it should drain 50k mcoins. Since it always gets interrupted now, the developers should at least make some money from the nincompoops who even try to use the skill. If the player doesn't have 50k coins, the interruption chance should be increased to 100% directly. Warlock commentary: Best life saving skill. Period. There have been rumors that staring at a lock in stone body reduces the reaction time and IQ of the enemy player behind the character to perform repetitive tasks. One of the few skills that carry over it's effect to beyond the screen. Suggested changes: Pulls all enemies in a 5x5 radius around the warlock towards it. This effect cannot be resisted.. Alternatively, reduce the heal from 4/6/8/10 every 2s > 1/2/3/4 every 2s but increase duration of the skill to 2/ 3/ 4/ 5 MINUTES. This helps the player grab a glass of water or make a cup of coffee as we all know sometimes we need a break from the game and hey, why not right after stone body? Also suggest renaming this skill to "Coffee break". Warlock commentary: Another relatively easy and practical skill combination of locks. One of the most popular skills that's been rightfully buffed. There have been cases were a lock has applied hex and the enemy has waited patiently for 8s as a sign of respect so locks could apply this skill and achieve high damage reduction. Suggested changes: This skill shouldn't work at all if power of relaxation is not on. Enough said. Warlock commentary: This 1 and 2 unit reductions in mana regen cost might help locks to switch out all regen crystal on accessories with pene ones. Might want to reconsider the numbers. Suggested changes: Since warlock playstyle is too simple, I propose to mix things up a bit. If any of these skills are used consecutively, then the warlock instantly loses 50% of his mana. This will encourage the use of complex analytical and statistical models by lock players thereby contributing to the field of science and mathematics which is something no other class can boast about. VISUAL CHANGES: The :troll: emoji is sometimes not readily available for free to play players. So I have a suggestion that might make it more accessible to everyone. Every time an enemy resists a warlock skill, the :troll: emoji should pop up. With this we come to the end of your comments and suggestions. I'd like to thank everyone who patiently reached all the way here. This post would not have been possible without our developers so a big thank you to them. @Holmes I know you're flooded by tons of messages messages about the rebalance but if you could use google translate to include these suggestions too, the entire warlock community would be ever so greatful. @Nolan If this post doesn't reach the devs or other admins, please help us warlocks by making sure it reaches the concerned individuals. Last but not the least, I'd like to tag some people who I think would enjoy reading this. @Unkindled @Higgings @Jcbreff @Afatoldman @Lwn @Buuuu @LeeLoo @Revolt @Horimiya @Khrone P.S: I hope the russian members can understand through translator.
  3. Hello I just back after about 2m and now found out that my crit on my in both gears pve and pvp has been reduced, in pve i have 36%crit and 10% relax4/4 but its 40% and in pvp i have 19% on gears and 10% relax4/4 but its 21% so where is my crits is it becuz of rebalance or what?!
  4. Hi it's me Zora the mage from Us-saphire First time for me to type on forum. They says mage is so hard to kill but that's +10 mage greatness, I not their yet so I have no idea if it's true or not, I just see myself die in 3 secs for even weaker spell caster than me, so here are some recommendations for buffs. First ennoblement: on 4/4 it give 5sec immunity from controls and remove applied debuffs ....not 6 secs as skill description say because casting takes 1sec + this skill can't be used if you already under stun, fear or silence. I recommend for you allow mage to use it under controls to break them out, if we want to rate this skill I will say it's for GVG only, it's quite decent because it saves from probably +5 control effects in wars. In pve only takes 1 control because of long CD, in pvp no one will waste his skills on you if they notice your ennoblement. Second skill is aura of fire, this skill lack some damage, how about side effect from skill making the skill case (On fire!) Debuff or Burning with chace qual to critital hit chance of the character, 100% chance is much but will be cool. I know this skill have been nerfed long time ago. +another idea Adding effect for skill like charging or detecting for nearby enemies so it will make Explosion or deal damage on first touch not just randomly (3secs delay). Ok 3rd and last skill I will talk about is Ethereal Barrier: well it's a cool skill but can be better, it's anti-brust skill, but on 1/4 it never work I guess unless you fighting something that can kill you in 3 or 4 hits, in this case you will Lose the fight anyway with the barrier or without it, so this skill isn't valid 1/4 you most make it 4/4 to get benefit of it, I recommend 2 things to make it better , first lower the requirement for 1/4 to be activated so it will be useful, second lower the requirement for level 4/4, like making it if you receive damage in 3, 4 or 6 seconds so it will work more often, old Ethereal barrier was so good, this one is good too but if it's just work more often or maybe last long, mage is semi-melee class with a staff so have to be more solid don't you think so! I have notice that's fireball have description that's not applied, it have to deal extra damage for target that effected by blazing ground, I checked, it don't apply Thanks for your time
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