Peony 2028 Posted December 12, 2019 Share Posted December 12, 2019 (edited) Warriors! Cold winds have claimed the outside, and that means that the 8.2 update is on its way, to let everyone onto the winter festive island! We will talk about it in more detail in Part II of the announcement, coming out next week, but now we’ll discuss other important changes coming to the updated version of the game. Nothing in Arinar has remained the same from the day of creation. Flows of energy are constantly circulating, changing and transforming the world around — the sages are saying that in each such transformation there is a fragment of the initial vision of the creator, unknown to simple mortals... We treasure your loyalty and love for our game, so despite that there is very little time between the updates and the work on the winter celebratory event is still ongoing, we have decided to put some of that effort towards reworking the skills. And today we’re glad to present these important and long-awaited changes for all classes that are necessary to adjust the balance of power. Don’t worry, the celebration of the World Creation Day this year is expected to be big and exciting, so don’t miss another announcement, where we will describe the upcoming Snow Boundary in detail. It will be interesting! Please note that some changes may be adjusted after the test server. Common changes: With the introduction of the update, the increase of base hit points will be changed, it will now amount from 14% to 40% depending on the character. Additionally, the base critical hit multiplier in PvP will become 1.5. Additionally, changes will affect the cost of using skills. Mountain clans Barbarian Charge: The cost of using the skill is increased from 20-21-22-23-24 to 20-22-24-26-28. Warcry: The duration of the positive effect is now equal to the duration of the aggro. The duration of the aggro effect is increased from 5-6-7-7.6s, to 6-7-8-9. Barbarian Nature: Cooldown is decreased from 40 seconds to 35. The cost of using the skill is increased from 20-22-24-26 to 26-28-30-32. Stone Skin: Any blocked strike immediately applies the effect to the Barbarian. Combat Fury: The effect of the skill can now be affected by elixirs with a “Power of Life bonus” bonus. Hunter Combat stance: Increased the cost of activating the skill from 8 to 18-20-22-24-28 depending on the level. Changed the cost of sustaining the skill active from 4-5-6-7-8 per 2 seconds to 3 - 3.5 - 4 - 4.5 - 5 each second. Poisoned Arrow: Cooldown is decreased from 12 seconds to 9. Increased the cost of using the skill from 12-14-16-18-20, to 18-20-22-24-26. Arrow of Confusion: Using the skill now takes the hunter out of invisibility. Arrow of Silence: The duration of the effect at 2-3-4 levels is increased from 3.5 - 4.5 - 5.5 to - 4 - 5.5 - 7 seconds. Cooldown is increased from 14 to 16 seconds. The chance of successfully applying the effect to mini-bosses, bosses and raid bosses is increased from 10% on all levels to 25-35-45-60%. Increased the cost of using the skill from 18-20-22-24, to 24-26-28-30. Sapping Shot: The chance of successfully applying the effect to mini-bosses, bosses and raid bosses is increased from 5% on all levels to 15-20-25-30%. Mountain instincts: Reduced increase to attack’s speed depending on the level of the skill - 10-12-15-18% Rogue Kick in the Back: Removed the limit on the number of attacks after which the effect ends before the duration expires. Gouge: The duration of the effect is increased on all levels from 3-3.7-4.4-5.1-5.8 to 3-4-5-6-7 seconds. Elusive Jump: The skill can now deal critical damage. The cooldown is increased from 12 seconds to 16. Increased the cost of using the skill from 14-16-18-20 to 22-24-26-28. Flurry of Steel: Increased the damage bonus depending on the level of the character and the level of the skill. Extermination: The duration of the effect is increased on all levels from 8-10-14-18 to 12-16-20-25 seconds. The values of the skill’s effects have been changed Attack speed: from 10-20-25-40% to 8-15-22-35%; Skills cooldown rate: from 10-20-30-40% to 15-20-25-30%. Sinister Strike: Increased the damage bonus depending on the level of the character and the level of the skill. Reduced the cost of using the skill from 20-22-24-26 to 16-18-20-22. Shaman Healing Spirit: The maximum number of effects of the skill “Healing Spirit” is now 2. The cooldown is increased from 10 to 15 seconds. Increased the cost of activating the skill. It was 11-12-13-14-15, and now it’s 18-20-22-24-26. Lightning Shield: The skill no longer triggers after receiving damage from the “Damage Reflection” bonus. The damage of the skill now restores hit points if the shaman has the “Steal Health” bonus. Fire Totem: Increased the damage bonus depending on the level of the character and the level of the skill. The target priority is now determined by the target of the shaman’s attacks. If the target is outside of the totem’s area of effect, it attacks a random target in the area. Totem of Weakness: Increased the effectiveness of the skill on all levels. Lowering the attributes "Critical hit", "Penetration" and "Accuracy" was increased from 5-7-10-15% to 10-14-18-25%. Forsaken Warlock Arrow of Darkness: Increased the damage bonus depending on the level of the character and the level of the skill. Power of relaxation: The mechanics of activating the skill were changed. Now the skill can be activated and deactivated at any time and it consumes energy while active. The cost of activating the skill is 20-22-24-28 energy and the cost of sustaining the effect — 3-3.5-4-4.5-5 points of energy per second. Stone Body: The skill now restores hp starting from the first level. Increased effectiveness of restoring hp on all levels of the skill. Increased the cost of using the skill from 18-20-22-24 to 22-24-26-28. Hex: Cooldown is decreased from 30 seconds to 24. Grimoire: Cooldown is decreased from 30 to 22. Increased the cost of using the skill from 18-20-22-24 to 24-26-28-30. Dark Seal: Increased the strength of the main effect on all levels of the skill — healing effectiveness reduction from 25-35-45-60% to 40-50-65-85%. Shadow Sphere: Increased the amount of energy drained from the enemy, if the character is under the effect of “Power of relaxation” from 10-15-20-25% to 20-25-30-35%. Death Knight Exhalation of Darkness: The extra damage can no longer be ignored with a “Resistance” bonus. Death Call: Increased the damage bonus depending on the level of the character and the level of the skill. The skill can now critically strike. Saturation: Increased the cost of using the skill 5 energy + 10% hp on all levels to 12-14-16-18 energy + 10% hp. Charmer Warrior Healing: The effect of prolonged healing no longer replaces healing from the shaman’s skill “Healing spirit”, the effects now work in parallel. The maximum number of effects from “Warrior healing” is 2. Call: The health of the summoned monster now depends on the current level of the character and the level of the skill: the maximum value was changed from 1200 to 3620. The values of “Accuracy”, “Critical hit” and “Dodge” attributes of the summoned creature now depend of the player character’s attributes. Increased the cost of using the skill from 20-22-24-26-28 to 24-26-28-30-32. Oppression: Increased the cost of using the skill from 16-18-20-22-24 to 20-22-24-26-28. Chaos’ Help: The health of the summoned monster now depends on the current level of the character and the level of the skill: the maximum value was changed from 1200 to 3200 (character of 32 level, skill at 4th level). Increased the cost of using the skill from 20-22-24-26 to 26-28-30-32. The values of “Accuracy”, “Critical hit” and “Dodge” attributes of the summoned creature now depend of the player character’s attributes. Goading: Increased the amount of aggro points created by this skill from 10000-15000-20000-30000 to 15000-25000-40000-70000. Eye of the Darkness: The skill additionally increases Accuracy of the character for the duration of the main effect by 3-10-17-25% depending on the level of the skill. Energy Manipulation: Increased the effectiveness of the skill depending on its level from 10-15-20-30% to 15-25-35-50%. Otherworldly Blessing: Now damage from skill is 50-60-70-80-90% depending on the level of the skill. Otherworldly Fire: Increased the cost of using the skill from 22-24-26-28 to 26-28-30-32. Necromancer Ancient Seal: The skill no longer costs health to use. Increased the cost of using the skill from 6-8-10-12-14 to 14-16-18-20-22. Bone Shield: The skill no longer costs health to use. Increased the cost of using the skill from 10-12-14-16-18 to 14-16-18-20-22. Fateful Connection: Increased the effectiveness of the skill from 6-10-16-18% damage shared from the main target to 10-15-20-25%. Now affected targets can get the ”Infection” skill’s effect with a 40-50-60-75% chance, depending on the “Fateful Connection” skill level. Increased the cost of using the skill from 18-20-22-24 to 26-28-30-32. Infection: Increased damage at all levels of the skill. Poisonous Shield: Used together with the skill “Acid Rain” the target can now receive critical healing. Dark Power: The skill no longer costs health to use. Increased the cost of using the skill from 12-16-20-24 to 26-28-30-32. The Gift of Rebirth: After using the skill, the revived character gets the “Protection of the Gods” effect, protecting them against monster attacks for some time (similarly to the effect after reviving with a Life Scroll) The duration of the effect depends on the level of the skill — 5-6-7-8 seconds. Firstborn Blade Dancer Sonic Boom: Cooldown is reduced from 28 to 20 seconds. Increased damage at all levels of the skill. Strike Hurricane: Increased the bonus to the “Skills cooldown” attribute on all levels of the skill from 5-7-10-15% to 12-16-20-25%. Magic Transformation: Increased scaling of the shield’s durability based on the level of the character on all levels of the skill. Mark of the Blade: Increased the effect’s duration on all levels of the skill from 6-8-10-12 to 10-12-14-16. Increased the range of the skill from 3 to 4 yards. Increased the cost of using the skill from 18-20-22-24 to 22-24-26-28. Enlightenment: Cooldown is increased from 10 to 15 seconds. Rush: The "Resistance" parameter increases to 100% for the duration of the skill. Druid Healing Dew: The maximum number of effects from the skill is 2. Cooldown is increased from 10 to 15 seconds. Increased the cost of activating the skill. It was 11-12-13-14-15, and now it’s 18-20-22-24-26. Insect Swarm: Increased the effectiveness of the attack speed reduction from 15-20-25-30-35% to 25-30-35-40-50% Increased the cost of using the skill from 14-15-16-17-18-19 to 14-16-18-20-22. Tornado: Cooldown is reduced from 21 to 18 seconds. Increased damage on 2-3-4 levels of the skill. Skill now can deal critical damage. Invigorating Stream: Increased the amount of energy restored to the character when using the skill from 10-12-14-16 to 15-25-35-50. Punitive Roots: The duration of the effect is now the same on all levels of the skill The damage is adjusted depending on the level of the skill — the damage per tick is now increased as the skill improves. Cooldown is reduced from 45 to 28 seconds. Elemental Backing: The health of the summoned monster now depends on the current level of the character and the level of the skill: the maximum value was changed from 1500 to 3620. Increased the cost of using the skill from 20-22-24-26 to 26-28-30-32. The values of “Accuracy”, “Critical hit” and “Dodge” attributes of the summoned creature now depend of the player character’s attributes. Increased the damage dealt by the creature on all levels of the skill. Healing Barrier: Shield’s durability (the amount of damage it can withstand) now scales with the level of the character and the level of the skill: the maximum value was changed from 1500 to 2220. Secret Link: Changed the rate of health regeneration on all levels of the skill - now health is restored once every 2 seconds. Reduced the effectiveness of the restoration from 50-70-80-95% to 40-55-70-85%. Increased the cost of using the skill from 22-24-26-28 to 26-28-30-32. Ranger Scatter Shot: Range is increased from 2 to 3 yards. Removed the limit on the number of yards that the enemy can move under the effect of the skill. A target now is under skill’s effect until the end of action duration. Effect of skill is not removed by receiving damage or meeting an obstacle. Beast Trap: Upon leaving the arena, moving to another location or death of the character the placed traps are no longer removed. It will disappear only at the end of the action time. Ranger Blessing: The amount of additional damage now depends on the level of the skill — 50-60-75-90-105%. Explosive Trap: Increased the chance of dealing critical damage with the skill from 5-10-15-20% to 15-20-25-30%. As the skill is improved, the accuracy of the skill is increased by 15-20-25-30% and its armor penetration by 10-15-20-25%. Setting up a trap in the cell with another identical trap, the older one is removed. Hail of arrows: Cooldown is increased from 20 to 26 seconds. Increased the damage depending on the level of the character and the level of the skill. Point Shooting: Increased the cost of activating the skill from 5 energy to 20-22-24-28, depending on the level of the skill. Now increase to physical strength is 8-12-16-20% depending on the level of the skill. Bitterness: The effect of the skill is no longer removed if the damage is taken from a “Damage Reflection” bonus or skills dealing damage over time. Attributes “Critical hit” and “Dodge” are now increased starting with the first level of the skill. “Dodge” used to increase by 3 and 5% on 3 and 4 levels of the skill, after getting the maximum number of the skill’s effects, and now increases by 5-7-10-15% after getting the maximum number of the skill’s effects, depending on the level of the skill. “Critical hit” used to increase by 5 and 10% on 3 and 4 levels of the skill, after getting the maximum number of the skill’s effects, and now increases by 5-7-10-15% after getting the maximum number of the skill’s effects, depending on the level of the skill. Bow Strike: Increased scaling of the damage based on the physical attack. Depending on the level of skill, it used to scale with 30-45-50-60% of physical attack of the character + additional attributes and it now it was changed to 50-60-70-80% of physical attack + additional attributes. Increased the cost of using the skill from 16-18-20-22 to 22-24-26-28. Fire Arrows: Significantly increased damage over time on all levels of the skill. Warden Punishment: Removed the limit on the number of attacks after which the effect ends before the duration expires. Fortification: Increased the cost of activating the skill from 5 energy to 20-22-24-28, depending on the level of the skill. Natural Resistance: Increased the cost of using the skill from 16-18-20-22 to 22-24-26-28. Block Master: Skill’s mechanic was changed. Now while blocking an attack, the skill restored certain percent of missing health, and not from maximum health: 10-12-15-20% depending on the level of the skill. Shield Throw: Increased the chance of successfully applying the effect to mini-bosses, bosses and raid bosses: it was 10% on all levels, and now it’s 15-20-25-30%.. Increased dependence of damage from physical strength on all levels of skill. It was 25-30-35-40%, and now it’s 90-100-110-120%. Chosen Priest Healing Touch: Increased the cost of using the skill from 13-14-15-16-17 to 14-16-18-20-22. Gods' Help: Increased duration of the effect on all levels of the skill from 10-15-20-25 to 15-20-25-30. Increased the cost of using the skill from 18-20-22-24 to 22-24-26-28. Exhausting Burden: Increased the duration of the “Stun” effect when combined with the “Armistice” skill from 2-2-3-4 to 2-3-4-5 seconds. Mystic Mark: Upon removing the mark, the target receives damage equal to a % of the magical attack of the character. The damage increases with the level of the skill — 60-80-100-125%. The range is increased from 4 to 5 yards. Reduced the cost of using the skill from 12-14-16-18 to 8-10-12-14. Valor Aura: Cooldown is reduced from 90 seconds to 70. Increased the cost of using the skill from 22-24-26-28 to 26-28-30-32. Resurrection: After using the skill, the revived character gets the “Protection of the Gods” effect, protecting them against monster attacks for some time (similarly to the effect after reviving with a Life Scroll) The duration of the effect depends on the level of the skill — 5-6-7-8 seconds. Mage Fire Ball: Increased the damage bonus depending on the level of the character and the level of the skill. Dragon Eye: Changed the accuracy bonus when using the skill from 50% on all levels of the skill to 10-15-20-25%. Blazing Ground: Increased the damage bonus depending on the level of the character and the level of the skill. Increased the cost of using the skill from 14-18-20-22 to 26-28-30-32. Frostbolt: The chance of successfully applying the effect to mini-bosses, bosses and raid bosses is increased from 15% on all levels to 30-40-50-60%. Ennoblement: Cooldown is reduced from 45 seconds to 30. Increased the cost of using the skill from 14-16-18-20 to 24-26-28-30. Aura of Fire: Increased the cost of activating the skill from 8-10-12-14 energy to 20-22-24-26 depending on the level of the skill. Seeker Inspiration: For the duration of the effect, the “Attack speed” attribute is increased, depending on the level of the skill — 5-7-9-12-15%. Disappearance: The attack from invisibility now has a chance to stun the enemy. The chance to stun depends on the level of the skill — 20-30-40-50-60%. The duration of the stun on all levels of the skill is 3 seconds. Harad's Shield: Increased the maximum amount of damage the shield can withstand. Now it scales more with the level of the character and the level of the skill: the maximum value was changed from 820 to 2220. Cooldown is increased from 20 to 30 seconds. Dangerous Blow: Increased the damage from bleeding on all levels of the skill. Sun Nets: Range is increased from 1 to 2 yards. Attraction: Range is increased from 4 to 5 yards. Increased the cost of using the skill from 18-20-22-24 to 24-26-28-30. Inner Rage: Changed the amount of health that triggers the skill’s effect from 20-25-30-35% of maximum to 30% on all levels of the skill. Changed the percentage of the physical defense increase on all levels of the skill from 15-20-25-30% to 10-20-30-40%. Bloodthirst: Increased the amount of restored health when attacking an enemy under the effect of “Bleeding” from 5-7-10-15% of maximum to 10-15-20-25%. Exhaustive Blow: Increased damage on all levels of the skill from 15-20-25-30% of the character’s physical attack to 30-40-50-60%. Increased the percentage of lowering the “Skill cooldown” attribute on all levels of the skill from 15-25-35-50% to 30-40-50-60%. Increased the cost of using the skill from 18-20-22-24 to 24-26-28-30. Exacerbation: Increased the cost of activating the skill from 8 energy to 18-20-22-24-28 depending on the level of the skill. Changed the cost of sustaining the skill active from 4 - 5 - 6 - 7 - 8 energy per 2 seconds to 3 - 3.5 - 4 - 4.5 - 5 energy per second. Solar Power: Increased the cost of activating the skill from 5 energy to 20-22-24-26 depending on the level of the skill. Paladin Harad's Call: Decreased the chance of stun on all levels of the skill from 70-80-90-100% to 45-55-65-75%. Cooldown is reduced from 25 seconds to 20. Sacred Shield: Now the skill could be used only on an ally. Increased effectiveness on all levels of the skill: before shield’s strength was 10-15-25-40% of the target’s maximum health, and now it’s 50-65-80-100% depending on skill’s level. Decreased duration of the skill’s effect to 10-13-16-20 seconds depending on skill’s level Light Defense: Cooldown is reduced from 90 seconds to 60. Illumination: Added a limit on the number of targets in PvP — 2-3-4-5 depending on the level of the skill. The developers’ commentary: We have paid close attention to how the meta formed in both PvP and PvE battles. Some classes indeed stood out from the rest and these changes should help the weaker ones realize their possibilities in battles. Additionally, we took into account your feedback regarding some skills and fixed some issues with their interactions with certain attributes. Other changes Fixed the issue that Rogues could use the skill "Stealth" after the effect of the skill "Gouge" ended. Fixed the issue that Necromancers could deal damage with the "Poisonous Shield" skill to characters under the effect of the guild skill "Guild Blessing". The news about the Snow Boundary are coming very soon! Be seeing you in the game! AIGRIND Edited December 19, 2019 by Peony Higgings 1 Quote Link to comment Share on other sites More sharing options...
Higgings 1824 Posted December 13, 2019 Share Posted December 13, 2019 16 hours ago, Peony said: The maximum number of effects of the skill “Healing Spirit” is now 2. 16 hours ago, Peony said: The skill no longer triggers after receiving damage from the “Damage Reflection” bonus. The damage of the skill now restores hit points if the shaman has the “Steal Health” bonus. Happy Christmas Higgs. Disappointed at saturation... I still believe it deserves a reduction on that 10% Hps... 😕 I mean, tanks nowadays (dks especially) can reach an enormous ammount of hps, and removing 10% of hps is quite... hmm... unnecessary? Quote Link to comment Share on other sites More sharing options...
Freki 1 Posted December 13, 2019 Share Posted December 13, 2019 I am very much disappointed with dragon eye, i just bought a magic ring without accuracy because of 50% accuracy given by the skill. 😩😩 Quote Link to comment Share on other sites More sharing options...
qiara 2 Posted December 13, 2019 Share Posted December 13, 2019 😅 Quote Link to comment Share on other sites More sharing options...
HeartsBane 63 Posted December 13, 2019 Share Posted December 13, 2019 16 hours ago, Peony said: Scatter Shot: Range is increased from 2 to 3 yards. Removed the limit on the number of yards that the enemy can move under the effect of the skill. Wish scatter still could effect somehow when enemy has wall behind him. 16 hours ago, Peony said: Beast Trap: Upon leaving the arena, the placed traps are no longer removed. Is it arena or area? If it is area that's great. And some part of the post is still Russian. Quote Link to comment Share on other sites More sharing options...
Enrise 0 Posted December 13, 2019 Share Posted December 13, 2019 11 minutes ago, Higgings said: Happy Christmas Higgs. Disappointed at saturation... I still believe it deserves a reduction on that 10% Hps... 😕 Seriously, can’t believe on that dk’s readjustment... saturation more useless than before. Why does necros don’t need to pay life points for skill use anymore, but saturation still needing that ridiculous 10% lp sacrifice? and what about exhalation? Damage still be dealt if the stun got resisted. Nice, now enemies can’t resist to that low dmg from that skill. Some classes got ridiculous damage and buff improvement but others didn’t got anything useful, it’s really disappointing... Quote Link to comment Share on other sites More sharing options...
Campione 2 Posted December 13, 2019 Share Posted December 13, 2019 (edited) I think that increasing the energy consumption on wardens fortification and taking away some energy every block would be very bad. Also mages dragons eye from 50percent to 25percent are you for real? Edited December 13, 2019 by Campione Lostsignal 1 Quote Link to comment Share on other sites More sharing options...
Inveja 0 Posted December 13, 2019 Share Posted December 13, 2019 DON'T NERF THE EYE'S DRAGON OF MAGE PLEASE Quote Link to comment Share on other sites More sharing options...
Zilvinas Zavis 11 Posted December 13, 2019 Share Posted December 13, 2019 Well well well, priests are as shit as they used to be. Lowering the cd time on gods help is pointless, because with decent amount of cd u can use it continuously, aura cd reduction is ok, revive immortality is also alright, but it doesnt change anything actually, burden is just as useless as it used to be and ofc nerfing mystic mark because why not. Hope other classes arent soo forgotten as priests 🙂 Quote Link to comment Share on other sites More sharing options...
TheSoulless 23 Posted December 13, 2019 Share Posted December 13, 2019 I rarely share any criticism on such subjects before actually seeing them but as bad as it seems "on paper" I gotta say that this can't be a good fix.. And it definitely is not made accordingly to people's feedbacks&opinions, so I don't know where that came from. But yeah... I could give more details and back up this opinion of mine but as it seems it'd be close to pointless according to the skill "fixes" you plan on executing. Rest of the update could very well be alright but the balancing part of it just ruins it for me at least. You pretty much buffed classes that were already considered overpowered, and nerfed the ones that were considered underpowered.. Don't know how you came by with that decision but it's definitely not something I personally wanna experience. Then again, WSO is probably getting used to the decrease in player base by now so it doesn't really care if few come or go. Game remains somewhat the same - Half-dead ish with barely any new players while the old ones are slowly but surely getting tired of updates such as this one, and simply give up on the game they once saw potential in. Zilvinas Zavis, Danfake, Turtle and 1 other 3 1 Quote Link to comment Share on other sites More sharing options...
Enrise 0 Posted December 13, 2019 Share Posted December 13, 2019 Does death call still depend on magic damage? Quote Link to comment Share on other sites More sharing options...
Kaelthuzad 0 Posted December 13, 2019 Share Posted December 13, 2019 Hola. muy buen dia, en mi opinion creo que se les paso la mano contra el mago, dependemos de ojo de dragon para recuperar energia y atacar rapido, y lo nerfearon muy feo, ademas el aura de fuego nos es util a bajo costo de energia ya que usamos muchisima energia en otras habilidades, y nos perjudicaron mucho al subirle el costo de energia y no fueron unos puntos, fueron mas de 15, por favor equilibren bien eso, ya que nos volveran la clase mas frustrante de usar. Y ami me facina el mago. por otra parte los felicito mejoraron muy bien al encantador o charmer, gracias por leerme y que tengan un excelente dia Quote Link to comment Share on other sites More sharing options...
Akasha 2058 Posted December 13, 2019 Share Posted December 13, 2019 Santa read your letters! Enjoy! TheSoulless 1 Quote Link to comment Share on other sites More sharing options...
TheSoulless 23 Posted December 13, 2019 Share Posted December 13, 2019 (edited) 2 minutes ago, Akasha said: Santa read your letters! Enjoy! I mean... As far as our letters go, I think you read em n did the straight opposite. But appreciate the fact you read em nonetheless! Edited December 13, 2019 by TheSoulless Turtle and HeartsBane 1 1 Quote Link to comment Share on other sites More sharing options...
Ganjafarma 8 Posted December 13, 2019 Share Posted December 13, 2019 Im a little confused by the druid heal buff. 2 applications. This means we can stack 2x heal now? Quote Link to comment Share on other sites More sharing options...
Sai Chandra 111 Posted December 13, 2019 Share Posted December 13, 2019 These changes are impressive but they have a lot of consequences. I hope devs will make necessary changes to the game features. For example ,the flag hp in wars should be increased to account for the extra dmg increase from skills. Quote Link to comment Share on other sites More sharing options...
lallouss 854 Posted December 13, 2019 Share Posted December 13, 2019 16 hours ago, Peony said: Chaos’ Help: The health of the summoned monster now depends on the current level of the character and the level of the skill: the maximum value was changed from 1200 to 320 (character of 32 level, skill at 4th level). 3620 u mean 16 hours ago, Peony said: Beast Trap: Upon leaving the arena, the placed traps are no longer removed. area u mean 16 hours ago, Peony said: Sacred Shield: The skill could now be used on an ally we already could use it on an ally, i dont understand, whats new? Buudbd and Fortuno 2 Quote Link to comment Share on other sites More sharing options...
Jaan 124 Posted December 13, 2019 Share Posted December 13, 2019 Now only Vla needs to come back TheSoulless 1 Quote Link to comment Share on other sites More sharing options...
Peony 2028 Posted December 13, 2019 Author Share Posted December 13, 2019 4 минуты назад, lallouss сказал: 3620 u mean 3200 4 минуты назад, lallouss сказал: area u mean and arena too 5 минут назад, lallouss сказал: we already could use it on an ally, i dont understand, whats new? could be used only on an ally lallouss 1 Quote Link to comment Share on other sites More sharing options...
Higgings 1824 Posted December 13, 2019 Share Posted December 13, 2019 14 minutes ago, Enrise said: Does death call still depend on magic damage? Yes Quote Link to comment Share on other sites More sharing options...
lallouss 854 Posted December 13, 2019 Share Posted December 13, 2019 3 minutes ago, Peony said: could be used only on an ally so at lvl3-4 if i use it on ally, paladin gets it also? can u make it at least if at lvl3-4 can self cast it also? so no need someone beside you to cast it on Quote Link to comment Share on other sites More sharing options...
Deimus 28 Posted December 13, 2019 Share Posted December 13, 2019 Always the same 🤬 Better erase the Charmer class because you developers are making it weaker and weaker on every update. I am serious thinking of leaving this game because developers are partial and in favor of the Sentinels side. REALLY LOWER THE HP OF CHAOS HELPER FROM 1200 TO 320. WHY IS ONLY THE CHARMER THAT HAVE ALL SKILL COST INCREASE?? WHY?? ONCE THE SKYLORE IS RELEASE I AM OFF. Quote Link to comment Share on other sites More sharing options...
Skstorm 8 Posted December 13, 2019 Share Posted December 13, 2019 Some class that already OP becoming more broken I don't know what to say.. but atleast Seekers now got a 3 seconds stun in dealing damage while in invisibility state + others buff. Quote Link to comment Share on other sites More sharing options...
Akasha 2058 Posted December 13, 2019 Share Posted December 13, 2019 5 minutes ago, TheSoulless said: I mean... As far as our letters go, I think you read em n did the straight opposite. But appreciate the fact you read em nonetheless! Please, spare the bittersweet comments with no clear point or defined purpose, you're welcome nonetheless! TheSoulless 1 Quote Link to comment Share on other sites More sharing options...
Campione 2 Posted December 13, 2019 Share Posted December 13, 2019 Warden won't even be able to tank rip - 10 energy every block plus increased the fortications cost and its an active skill lol with those the energy will be drained very fast and even if you're at a guild with max energy regen and even if u have a full energy regen set the energy will still be depleted cause of the amount of block and that is minus 10 energy every block and active fortification with increased energy consumption and what about other skills lol RIP energy = 0 within 2-3mins if tanking bosses or doin raids Lostsignal 1 Quote Link to comment Share on other sites More sharing options...
Kamisama 60 Posted December 13, 2019 Share Posted December 13, 2019 17 hours ago, Peony said: Healing Spirit: The maximum number of effects of the skill “Healing Spirit” is now 2. do you mean shaman can cast 2 heal on 1 target ? Quote Link to comment Share on other sites More sharing options...
Higgings 1824 Posted December 13, 2019 Share Posted December 13, 2019 (edited) 3 minutes ago, Deimus said: Always the same 🤬 Better erase the Charmer class because you developers are making it weaker and weaker on every update. I am serious thinking of leaving this game because developers are partial and in favor of the Sentinels side. REALLY LOWER THE HP OF CHAOS HELPER FROM 1200 TO 320. WHY IS ONLY THE CHARMER THAT HAVE ALL SKILL COST INCREASE?? WHY?? ONCE THE SKYLORE IS RELEASE I AM OFF. It's 3200. And charmers are the ones among few other classes who got very nice adjustments. I don't honestly know what you're talking about there. 1 minute ago, Kamisama said: do you mean shaman can cast 2 heal on 1 target ? Seems so. Edited December 13, 2019 by Higgings Added and Removed some parts Quote Link to comment Share on other sites More sharing options...
Peony 2028 Posted December 13, 2019 Author Share Posted December 13, 2019 1 минуту назад, Kamisama сказал: do you mean shaman can cast 2 heal on 1 target ? Yep Quote Link to comment Share on other sites More sharing options...
Jorge Zor 16 Posted December 13, 2019 Share Posted December 13, 2019 NEED NERF PASSIVE MAGE, THIS SHIELD MAKE MAGE CAN BOSS ALL BOSS, NOOBS MAGE +6 SOLO BOSS ? PLEASE ! Quote Link to comment Share on other sites More sharing options...
Akasha 2058 Posted December 13, 2019 Share Posted December 13, 2019 14 minutes ago, Sai Chandra said: These changes are impressive but they have a lot of consequences. I hope devs will make necessary changes to the game features. For example ,the flag hp in wars should be increased to account for the extra dmg increase from skills. Let's wait to see how these changes will work in practical situations, no need to worry too much now. All necessary adjustments will be made accordingly. TheSoulless 1 Quote Link to comment Share on other sites More sharing options...
Higgings 1824 Posted December 13, 2019 Share Posted December 13, 2019 (edited) 1 minute ago, Akasha said: Let's wait to see how these changes will work in practical situations, no need to worry too much now. All necessary adjustments will be made accordingly. Including some love to dks? ._. Edited December 13, 2019 by Higgings Quote Link to comment Share on other sites More sharing options...
lore 318 Posted December 13, 2019 Share Posted December 13, 2019 (edited) 7 minutes ago, Deimus said: Always the same 🤬 Better erase the Charmer class because you developers are making it weaker and weaker on every update. I am serious thinking of leaving this game because developers are partial and in favor of the Sentinels side. REALLY LOWER THE HP OF CHAOS HELPER FROM 1200 TO 320. WHY IS ONLY THE CHARMER THAT HAVE ALL SKILL COST INCREASE?? WHY?? ONCE THE SKYLORE IS RELEASE I AM OFF. chill abaut chaos help hp they wanted to mean 3200 im the same with the saturaiton health cost, even if i dont play the deathknight the cost is too high for make an actual change im happy now wardens wont be much immortal and the barb will be capable to tank masses remove hp use of saturation! that makes the skill pointless and almost useless even if its at maximun lvl also didnt rangers got eugth dmg??? Edited December 13, 2019 by lore Quote Link to comment Share on other sites More sharing options...
Deimus 28 Posted December 13, 2019 Share Posted December 13, 2019 How about lower the dmg that seeker do?? That you would do right?? Seeker has become stronger that any class. Zurp 1 Quote Link to comment Share on other sites More sharing options...
TheSoulless 23 Posted December 13, 2019 Share Posted December 13, 2019 6 minutes ago, Akasha said: Please, spare the bittersweet comments with no clear point or defined purpose, you're welcome nonetheless! Pretty sure I already made my point in my previous comment. If you'd "read our letters" you'd know this without me having to point it out.. Just saying. Akasha 1 Quote Link to comment Share on other sites More sharing options...
Higgings 1824 Posted December 13, 2019 Share Posted December 13, 2019 1 minute ago, Deimus said: How about lower the dmg that seeker do?? That you would do right?? Seeker has become stronger that any class. They compete with bds and sometimes they even lose on that. Seekers are supposed to be dmgers, Bds tanks Quote Link to comment Share on other sites More sharing options...
TheSoulless 23 Posted December 13, 2019 Share Posted December 13, 2019 3 minutes ago, Higgings said: Included some love to dks? ._. Considering that these changes were already seen as necessary, I dare to doubt that :l Quote Link to comment Share on other sites More sharing options...
lestrangen 0 Posted December 13, 2019 Share Posted December 13, 2019 Bom Mas de que os warden vão tirar tanta regeneração de mana?isso basicamente vai inutilizar a classe. Quote Link to comment Share on other sites More sharing options...
Zurp 462 Posted December 13, 2019 Share Posted December 13, 2019 Just now, Higgings said: They compete with bds and sometimes they even lose on that. Seekers are supposed to be dmgers, Bds tanks Yup, attack speed bds would always out dmg seekers. Maybe now it will be closer, Quote Link to comment Share on other sites More sharing options...
Deimus 28 Posted December 13, 2019 Share Posted December 13, 2019 (edited) 6 minutes ago, lore said: chill abaut chaos help hp they wanted to mean 3200 im the same with the saturaiton health cost, even if i dont play the deathknight the cost is too high for make an actual change im happy now wardens wont be much immortal and the barb will be capable to tank masses But the skill cost is still very higher. It should be 22-26-28-32 and lower the cooldown. Edited December 13, 2019 by Deimus correction of comment Quote Link to comment Share on other sites More sharing options...
Danfake 192 Posted December 13, 2019 Share Posted December 13, 2019 (edited) And the nerf of the shield mage skill? That skill is stolen, absorbs damage ridiculously .. The only good thing is the Necro skill which I appreciate, but I smell like there will be a trap in that .. #NerfMage #NerfShieldMage Edited December 13, 2019 by Higgings Please, use normal sized letters Jorge Zor 1 Quote Link to comment Share on other sites More sharing options...
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