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[2020.09.17] Update Warspear Online 9.0: Heroes of the new era. Preview


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Achei o efeito das habilidades do Chefe muito mal feitas, as vezes parece que a aigrind tem preguiça de trabalhar quando se trata do lado MC, garanto que se a empresa fosse Brasileira a historia seria outra. 

Aqui o cliente sempre tem razão não importa qual seja a ocasião.

Quando olhei a classe "Chefe" não me senti atraido nem motivado para criar uma e upar.

não sei se isso tem haver com a tal historia do warspear que o lado sentinela é bom e os clans das montanhas é ruim ai eles deixam tudo mal feito para nos, mas não se esqueçam que do outro lado da tela tem pessoas jogando isso e se não tiver bom o suficiente elas realmente vão reclamar !!!

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     Desde quando os sentinelas precisam de um stun? existe o Druid que já é full stun. o Paladino, ranger, mago, basicamente todos os personagens tem seus stuns, e com a vatagem de terem escudo, que torna o stun muito mais efetívo, exceto o ranger, que n possui escudo mas tem seus stuns generosos.

     E não vi muita utilidade pra esse Chieftain, a legião não precisa de um segundo charm, bom sozinho, mas que em grupo não faz uma grande diferença. precisamos de um damage em área de verdade. ou se forem seguir a lógica do Chieftain usar 2 hammers, então que botem ele pra ser um tank, que se utiliza de parry pra tankar, seria uma ideia mt interessante.

     Mas enfim, ainda nem foi lançado o server test então não tem como ter uma exata noção de como vão se sair, e provavelmente serão feito ajustes. então a questão é esperar e ver como vão se sair.

     Mas em relação as mudanças nas Dg iniciais, gostei bastante, e os gráficos tbm parecem que vão ficar realmente bonitos, mas tomara que não fique mt pesado o jogo kk

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1 hour ago, HeartsBane said:

Well,I was expecting a big update before Horror. Tbh expecting to see lab floor 3,its been so long since kronus lab update. But this one look promising even forsaken got one of the best hero "again" :fuck_that:

"the neghbor grass always looks greener"

its true because the templar looks with too much controll to me (even with some capable to moove players/mobs)

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12 hours ago, Peony said:

new-heroes_anons_1200x630.png

 

Friends!

 

Festivities seemed to overtake Arinar, but actually there are much more interesting things going on on the islands. While all warriors fiercely defended each celebration and fought powerful monsters, in the silence of abandoned temples and among the silent mountains mysterious heroes have perfected their combat mastery. 

 

Few of the still living can remember the first days of the War for the Spear, that already claimed many thousands of lives. The resources of both alliances are long since depleted, the armories and treasuries are nearly empty, but the turning point of the confrontation still seems infinitely far away. Or does it?

 

After 12 years of great struggle, the Legions and the Sentinels are to consult the foregone wisdom of the ancestors that was for many years zealously protected by the leaders of the Clans and templars of the Chosen. And while the former will invoke the names of the spirits of the mountaintops, the latter will turn their prayers to the sun in the rays of its zenith.

 

Thus beings the completely new chapter of Arinar’s history...

 

You know that we are constantly working on improving the functionality of Warsper Online and try to introduce new mechanics and content, but this update definitely differs from all the previous ones. Because very soon each of you will be able to develop heroes of two brand new classes with a full set of basic skills and main expert ones! Thus you will have even more opportunities on the legendary path to becoming a great warrior.

 

Sentinels

 

icon_class_17_large.png Templar

 

The templars are the true warriors of the spirit, who have chosen two paths at once: those of a monk and a knight. Leaving the world full of vanity and temptations, the templars are spending many years fasting, praying and warrior training. Each of these spiritual warriors concludes their learning in the hidden Temple of Light at the top of a mountain. There, in the radiance of the midday sun, they take a sacred vow to serve Harad and bring the light of truth everywhere where the darkness reigns. Equaly skilled with staves and maces, the Templars feel themselves at home within the ranks of both paladins and priests. Their words inspire allies and instill awe in enemies, blinding them with divine light and calling for repentance.

 

Faction: Chosen

Armor: Cloth or Heavy

Weapons: One-handed mace + Shield, Staff

Role: Group support, range and melee attacks, mixed damage, control enemies

 

01022.gif

 

Basic skills:

 

Порицание.png Blame (active)

Magical attack that causes increased damage to the enemy.

Applies a negative effect "Stun" to the enemy for some time if he has the effect of the Touch of Truth skill.

 

Вихрь покаяния.png Whirlwind of Repentance (active)

The attack deals physical damage to all enemies within a few yards of the character and applies a "Quicksand" negative effect on them with a certain chance for some time. The effect reduces the movement speed of enemies. When developing a skill to the fourth level or higher, the effect additionally reduces the "Accuracy" parameter for enemies.

 

Обратный поток.png Reverse Flow (active)

Creates a vortex zone in the specified area for some time. Every second, the zone throws all enemies in it a few yards away from the edge of the zone and puts a "Stun" negative effect on them for some time. Enemies can't move or use skills, and damage to them doesn't remove the effect.

 

Благодать.png Grace (active)

Increases the physical and magical power of the character for a while.

 

Боевая поддержка.png Combat Support (active)

Applies a positive "Sun Barrier" effect on the character or moves the character to an ally and buffs them with the positive effect for some time. The effect absorbs any incoming damage.

 

Expert skills:

 

Учения Харада.png Harad's Teachings (passive)

Each time an enemy is stunned, the “Baptism of Fire” positive effect is applied to the character for some time. The effect instantly restores health of the character and the group member with the lowest amount of health, depending on the character's magic power within a few yards of him, and also deals additional physical damage to the enemy on the next auto-attack.

 

Касание истины.png Touch of Truth (active)

Creates a suppression zone around the character that expands over time. After reaching the maximum size, the zone disappears and blocks the ability to use skills for all enemies who are in it for some time.

 

Мантра исцеления.png Mantra of Healing (active)

Applies a "Divine mantra" positive effect on the character for some time. The character can not be attacked, and at the same they can not auto-attack, use skills or items, and their movement speed decreases. Additionally, the effect restores a certain percentage of the character's maximum health per second.

 

Статуя божества.png Deity Statue (active)

Puts a statue in the specified area for some time. The statue takes some of the damage from auto-attacks on friendly players within a few yards of itself.

 

Запрещённый приём.png Sucker Punch (active)

The attack that deals physical damage to an enemy, moves them a few yards behind the character's back, and applies a negative "Stun" effect on him for some time.

 

Developers’ commentary:

The Sentinels' Alliance lags behind the Legion in terms of control skills, so the new Templar class is designed to close this gap. This character in heavy or cloth armor is able to provide combat support to his allies and tactically control the movement of enemies on the battlefield: stun, slow down, and even move them. In the hero's repertoire, there are skills for various combat situations that can weaken both skill and auto-attack focused characters. And the availability of a choice between a mace with a shield and a staff will allow players to find their own style of play for the class.

 

Legion

 

icon_class_18_large.png Chieftain

 

Chieftains are the living embodiments of the northern spirits. They lead the clans, inspiring by example for feats of arms. The chieftains, like the shamans, worship the spirits of the Mountains, imitating them in battle. The power of a bear and the speed of a wolf, the vision an eagle and the cunning of a rat make Chieftains fearsome opponents. Their hardened bodies, only covered by cloth or light leather, don’t know pain. Maces are the symbol of the chieftains’ power and they masterfully wield them, one or two at once.You should think twice before challenging one, because the might of the all clans’ spirits has their backs.

 

Faction: Mountain clans

Armor: Cloth or Leather

Weapons: Spear, Two-handed maces, Two one-handed maces

Role: Damage-dealing, melee combat, mixed damage, area effect spells

 

01021.gif

 

Base skills:

 

удар духов.png Blow of the Spirits (active)

Magical attack dealing increased damage to the enemy.

 

взгляд орла.png Eagle Eye (active)

Applies a positive attacking effect "Eagle Eye" to the character for some time. The effect deals periodic magical damage to all enemies within one yard. Additionally applies the “Bleeding” negative effect for some time upon a critical hit with the skill.  The opponent takes periodic physical damage and multiple effects can be applied to the same opponent.

 

Медвежья выносливость.png Bear's Stamina (active)

Instantly regains the character’s health depending on the magical power of the character and additionally a percentage of missing health. 

 

Волчья прыть.png Wolf's Alacrity (active)

Applies a positive effect “Wolf’s Alacrity” on the character for some time.The effect increases movement speed of the character. The next successful autoattack the effect deals physical damage to the enemy and reduces their movement speed for some time. The effect then vanishes from the character.

 

Взбучка.png Thrashing (active)

Roots in place all enemies in the specified area and reduces attack speed and physical and magical power of enemies for some time.
 

Expert skills:

 

Помощь кланов.png Clans' Help (passive)

Every time upon using the skills of certain clans, the character receives a buff, and when three buffs are accumulated, the character receives the “Clans’ Help” positive effect for some time. Clans of the Wolf and Rat — the effect increases the Dodge parameter of the character. Clans of the Eagle and Puma — the effect increases he Critical Hit parameter of the character. Clans of the Bear and Boar — the effect increases the physical and magical defense of the character.

 

Чумное проклятье.png Curse of the Plague (active)

Sends a monster to the specified area. The monster deals periodic magical damage to all enemies within one yard of itself and at the end of the path, then it disappears. Additionally applies a negative effect “Curse of the Plague” with a certain chance for some time. The effect reduces the Accuracy parameter and the opponent’s cooldown speed.

 

Пикирующее войско.png Swooping Army (active)

Creates an attacking area for a certain time. The area deals periodic magical damage to all enemies in it and reduces the “Dodge” parameter for all enemies.

 

Прочная шкура.png Rugged Hide (active)

Applies a “Rugged Hide” positive effect to the character for some time. The effect reduces any incoming damage based on the missing health of the character.

 

Кошачьи рефлексы.png Cat Reflexes (active)

Increases the “Accuracy” and “Critical Hit” parameters of the character for the duration of the skill. Additionally increases the “Accuracy” parameter of the character for a certain time after an enemy dodges any attack. Skill with a constant energy drain.

 

Developers’ commentary:

The Chieftain is to fill two balancing roles for the Alliances. Firstly, the Legion didn’t have enough skills for closing the gap and moving across the battlefield. The new class has a skill that allows catching up to the enemy in mere seconds, which is very useful in the PvP portion of the game. Secondly, the Chieftain possesses high amounts of both single target and area of effect damage, in addition to nice bonuses to survivability, which makes them a good pick for PvE and solo play.

   

Factional islands

 

The appearance of additional classes will once again plunge a lot of you into the history of the starting islands which, by the way, have been significantly improved so you can much present your new powerful hero to entire Arinar much faster!

 

Dungeons

 

The main changes concerned the Dungeons, because you no longer have to stand at the entrance for a long time waiting for the party - the Dungeons on the starting islands have become easier and they are only available for solo walkthroughs. In addition, extra buffs are waiting for players inside, which will help them successfully complete the fight if the character's strength is not enough. Also please note that there will only be three Dungeons left (only for levels 7-9-11). You won't find the other two on any of the faction islands.

 

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!.gif

 

Mini-bosses and Elite monsters

 

For all starting islands elite monsters will be weakened so that each player can defeat them on their own or with the help of a minion. By the way, the strength and capabilities of the minions that the character gets for the story quests have also been improved. Now no fight will be too scary for you!

 

Graphics

 

In addition to the mechanics, you can also notice changes in the graphic display - the starting islands have become more realistic, if we can say so about the pixel 2D world. And moving around Arinar will definitely be more pleasant!

 

нуб ушей_2.gif

 

01014.gif

 

01013.gif

 

0101.gif

 

Hints

 

Also, the hint system has been updated - now they are clearer and look much better.

 

Screenshot_3.png

 

Widgets

 

The active widgets of the party that were introduced to the game in one of the previous updates have been improved and changed. Now you can not only use them to impact available party members, but also see debuffs, effects with delayed damage, effects with healing over time, as well as damage-absorbing shields for each member. Be careful, the display of the effects is disabled by default in the settings!

 

Screenshot_2_2.jpg
 

That's all, get ready to improve new characters, and more details about the upcoming update await us at the day of the release.

 

See you in the game!

AIGRIND

Awesome!

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Is it possibileto have a english version of the post of the test server? 

Since as far i see u need apply for it but i do not want put trust in google for know what to say in the application email

Edited by lore
Correcting my bad gramma and typing
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7 hours ago, Higgings said:

É suposto ser um dano híbrido e não uma classe supostamente de alta definição. A combinação é única. 

do you want to balance the game? releases heavy armor for mountain clans too!

Firstborn has guard and blade dancer who can use heavy

mountain clans have only the barbarian who can use heavy

our intention is to balance the game, so start with the basics.:smile:

Edited by Davidgank
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1 minute ago, Davidgank said:

do you want to balance the game? releases heavy armor for mountain clans too!

Firstborn has guard and blade dancer who can use heavy / mountain clans have only the barbarian who can use heavy

our intention is to balance the game, so start with the basics.:smile:

But they both are tanks

 

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3 hours ago, barb or die said:

So wait ... chieftain was given movement slowing skills root skills and his skills focus on magic? And he's forced to use cloth to maximize his magic dmg ... and you guys put him in melee range ??? He will be eatin alive by all elf melee and Rangers, bd kill my +10 barb in 9 hits, basic dmg hit my heavy armor for 1k dmg and ur putting a cloth wearing chieftain in melee range vs that? Why not give him a staff why does melee need root and slow skills ???? That makes no sense at all.

True. I thought it would have heavy armor instead of light armor

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Just now, Drakoknight said:

True. I thought it would have heavy armor instead of light armor

Ya bro it makes no sense at all , I can already tell chieftain will be a useless class ?”, or at best a very bad support they should give him a staff or make his skills physical so he can use 2 maxed out dmg maces 

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1 minute ago, barb or die said:

Ya bro it makes no sense at all , I can already tell chieftain will be a useless class ?”, or at best a very bad support they should give him a staff or make his skills physical so he can use 2 maxed out dmg maces 

It seems good so I wouldn't say bad but I think it should have a passive defense bonus at least

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26 minutes ago, Davidgank said:

você quer equilibrar o jogo? libera armaduras pesadas para clãs de montanha também!

O primogênito tem guarda e dançarino de lâmina que pode usar pesado

clãs da montanha têm apenas o bárbaro que pode usar pesado

nossa intenção é equilibrar o jogo, então comece com o básico.:sorriso:

Seu Sentido de equilíbrio é muito abstrato.entenda classes diferentes,dinâmicas diferentes e equips diferentes.

Obs:significado da palavra "equilíbrio":(forças iguais que se combatem e se anulam).

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Graphic changes promise to be great! What woes me, however, is another class with a mass of crowd control, on Sentinels side, Times when Legion had more characters with crowd control long gone. We had a lot of crowd control, sentinels got resistance to them, our crowd control skills are no longer an asset because, Class of Sentinels have a mass of resistance, then what is our strength? Sentinels, we don't have how to compete with them in terms of damage, sometimes we have how to compete in terms of endurance, we don't have how to compete in these healing mats. 

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3 hours ago, barb or die said:

Ya bro it makes no sense at all , I can already tell chieftain will be a useless class ?”, or at best a very bad support they should give him a staff or make his skills physical so he can use 2 maxed out dmg maces 

2 handed weapons has the same magical attack of staffs (or more thanks to the enchantments) 

And please wait that the skills stats gets shown before say it (same way im waiting to see if i can say the templar is too strong) 

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4 hours ago, barb or die said:

Ya bro it makes no sense at all , I can already tell chieftain will be a useless class ?”, or at best a very bad support they should give him a staff or make his skills physical so he can use 2 maxed out dmg maces 

Haha it's funny when people say a class is useless when no class is ever useless. It's so funny watching people exaggerate and already saying a class is useless when you haven't even tested it out yet 😂

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Not only has the class not yet been tested, it also has only 5 expert skills at the moment, more will probably be cast later, so we have to wait, certainly none of these classes can be called useless, congratulations also deserve graphical changes, adding additional information to the team interface. 

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I mean yeah new heroes look good but did we really need this? Why not adding new dungeons, new maps or change irselnort. When we open these heroes we still going to do boring irselnort quests or non stop t4 quests. Everything going  to be pretty much the same. I really dont wanna start it over again. Imagine doing all cc quests, get the rep for ayvondil, bg quests and so on. it gives me headache. 

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42 minutes ago, lore said:

what about the test servers?

 

 

For this update, the test servers will be closed and opened only to a small sample of players, who have put the application request to a post created yesterday and now already closed. 

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4 minutes ago, oninone98 said:

we really need this?

for the sake of a bit more of immaginary balance, yes

5 minutes ago, oninone98 said:

Why not adding new dungeons

as i saw the starting islands dungeons are going to be rebuilt/reworked

5 minutes ago, oninone98 said:

Everything going  to be pretty much the same

well u cant just change the whole thing because new classes, also we dont know how hard can the new classes in both pve n pvp scenario, it can be immense (like the warden when it was released, we all know those were very dark times for mcs) or very little (i dont have an example) or in the between (charmer,hunter, seeker)

6 minutes ago, oninone98 said:

I really dont wanna start it over again.

you have to if you want make the new classes

 

Just now, Higgings said:

 

For this update, the test servers will be closed and opened only to a small sample of players, who have put the application request to a post created yesterday and now already closed.

thanks for the info

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1 minute ago, lore said:

for the sake of a bit more of immaginary balance, yes

as i saw the starting islands dungeons are going to be rebuilt/reworked

well u cant just change the whole thing because new classes, also we dont know how hard can the new classes in both pve n pvp scenario, it can be immense (like the warden when it was released, we all know those were very dark times for mcs) or very little (i dont have an example) or in the between (charmer,hunter, seeker)

you have to if you want make the new classes

 

thanks for the info

Dude i dont care starting islands. After 12 level they have gone and we will be playing in irselnort/ayvondil and everything is the same. New heroes will not change any pve secenario. Is that really hard to understand?

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2 minutes ago, oninone98 said:

Dude i dont care starting islands. After 12 level they have gone and we will be playing in irselnort/ayvondil and everything is the same. New heroes will not change any pve secenario. Is that really hard to understand?

 

If you seem to have understood the "problem", why then complaining on a post where, for now, it is not planned any kind of change to these 2 other islands? 

 

The PvE scenario, moreover, depends a lot on the classes which you pick. I didn't get what kind of PvE scenario you're referring to, otherwise. 

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A habilidade do Chefe "Wolf's Alacrity" poderia ter um anti atordoamento por alguns segundos dentro do tempo de efeito de velocidade de movimento, para não passar pelo mesmo problema que o bd passou antes da atualização que adicionou na New skill "investida" resistência a atordoamento e efeito de controle. Bom isso se não tiver anti atordoamento entre as 4 New skill que não foram apresentadas ainda.

Edited by Enix
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33 minutes ago, Higgings said:

 

If you seem to have understood the "problem", why then complaining on a post where, for now, it is not planned any kind of change to these 2 other islands? 

 

The PvE scenario, moreover, depends a lot on the classes which you pick. I didn't get what kind of PvE scenario you're referring to, otherwise. 

All i am saying game lacks content. Not making any improvments to irselnort/nortlant more than 10 years big disappointment. It originally desgined for 20 levels but now game is evolved and we are 32 level. So ırselnort only function is pvp now. Remains only one map see? only ayvondil and its a big problem.

And of course i am complaining here. This is the only post now which many people can see it. Other posts are dead.

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27 minutes ago, oninone98 said:

All i am saying game lacks content. Not making any improvments to irselnort/nortlant more than 10 years big disappointment. It originally desgined for 20 levels but now game is evolved and we are 32 level. So ırselnort only function is pvp now. Remains only one map see? only ayvondil and its a big problem.

And of course i am complaining here. This is the only post now which many people can see it. Other posts are dead.

 

Now I see the problem. 

 

Well, If you've got some suggestions in particular, you might write them on the Suggestion section. Adding contents is basically what devs are working on, you know. 

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11 minutes ago, oninone98 said:

All i am saying game lacks content. Not making any improvments to irselnort/nortlant more than 10 years big disappointment. It originally desgined for 20 levels but now game is evolved and we are 32 level. So ırselnort only function is pvp now. Remains only one map see? only ayvondil and its a big problem.

And of course i am complaining here. This is the only post now which many people can see it. Other posts are dead.

at level 32 you have (on ur level)

2 guild vs guild events (1pvp 1 pvpve)

sea tramps lair and the mermen temple (if u can win the trials)

2 raidbosses on your level and there still the other 3

2 guild events for pve only with dedicated area

2 guild bosses (rottung air and nocturna)

the arena

questing in the fifth sector of avyondill

but u can also do:

maximize all talents

prepare for the next event/expansion

try dominate the arena

make grow the guild ur in till to lv12 and maxximinze all skills

help others

make ur own guild

master ur own class/es or all of them

run dungeons (technopolis, sea tramps' lair, mermen temple, champion colloseum and all the mythical dungeons)

make 1 character on each faction

maxximinze all ur crafting skills

solo all soloable things with as many classes as possible

become the richest/strongest in the server ur in or the best in a certain level

complete all achivements (also the leggendary ones if possible)

brainstorm on the lore (yes ws has a lore)

(each event) get all the event achivements

collets all raid bosses' costumes

get unique expert skills books

stupid challenges like ironman (i woulnt do it but if u like suffering do it)

daily questing 

 

also, why the swamps and irselnorth needs a rework? 

1 hour ago, oninone98 said:

Dude i dont care starting islands. After 12 level they have gone and we will be playing in irselnort/ayvondil and everything is the same. New heroes will not change any pve secenario. Is that really hard to understand?

since as you said before, it also counts for the swamps, astral and kronus' labyrinth and for most of irselnort too because u will be level 32 and wont need anymore of that content anymore because as u said  u will be playing in irselnort and ayvondil and also, the pve tattics can variate by the classes you have, some have gamechanging skills like faithfull connection of the necromancer that allows to extreminate all enemies in the spawner areas in technopolis if combined with eught strong damagers

or the seekers and thier isane damge

the ability of priests to heal from most negative effects and to boost the critical damage or just heal

3 minutes ago, Higgings said:

 

Now I see the problem. 

 

Well, If you've got some suggestions in particular, you might write them on the Suggestion section. Adding contents is basically what devs are working on, you know. 

as higgings said u can do this too if u think the content/stuff to do is not eught on your eye and you have ideas on how increase it

 

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