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[2021.03.11] Warspear Online Update 9.3: Preview. Part I


Peony
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Good! they ended up with the priest. 

Why don't you delete the class completely? 

Various makeovers and buffs for Mc's and only nerf for elves.

Too unfair game, deserves to go bankrupt. 

As some SHAMAN skills have improved, they should be fair and remodel some too! Because a skill to heal in a constantly high amount and have a short cooldown is rough 

Not to mention the weakness totem where SHAMAN can constantly use without stopping, as the skill's reload time is the same amount of time that the totem is active in battle, totally unfair.

 

Edited by Beowullf
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Minhas sinceras condolências não gostei do quer fizeram com a classe vampiro "Rogue", desta maneira a classe vai deixa de existe uma classe que já foi boa um dia mas hoje não é aceita em guild Grande, por não tem uma skill que ajude em gvg, ou ajude os aliados em algo! Infelizmente é isso mas quem sou eu comparado a vários profissionais que dizem cria um sistema de balanceamento ! 

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30 minutes ago, putang said:

Shaman has 3 totems skills, a damage totem, a healing totem and the one that causes debuffs (critical, accuracy and penetration decrease) in a large area with NO targets limits. Please, think about GvGs events.

Heal totem 5 people limit. Damage totem 1 person per hit . Weakness totem 4/4 = 6 people debuff . Check info bfre saying no limits lol

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2 hours ago, Peony said:

Now is limited by the number of player targets: 5-6-7-8.

Management needs to be aware that the shaman's healing totem can accumulate on top of each other over and over again, drastically affecting the survival of the entire guild, in addition to debuffs in the area that the same class has while in the rival faction, it only has this ability, but nowhere near heals as much as the shaman's healing totem.

Legion now has a lot of survival with damage debuffs and crowd control, in addition to massive area damage compared to mages, while sentinels do not have good survival and crowd control is nowhere near as effective even with the arrival of the templar

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Esse buff no anti stun do cacique ainda acho q n vai deixar a hablidade boa, o problema dessa skill é a mecânica dela, similarmente não serve pro cacique, ele é papel - mesmo com o couro - essa skill iria ser melhor utilizada em um tank.

 

MInha opinião de mudança de mecânica é:

Ele fica imune a qualquer debuff por n segungos e enquanto a habilidade estiver ativa qualquer debuff que ele receber aumenta o tempo max do anti stun.

Esperar receber debuffs pra ai sim aumentar o tempo maximo não funciona, afinal normalmente se leva debuffs que stunam do que debuffs que não stunam, e ate ele conseguir utilizar a hablidade, pra aumentar poucos segundos do maximo, ele ja morreu.

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Correct the priest, because unlike the Shaman who heals everyone in that area constantly, the priest heals only once and has an enormous amount of time to reuse the ability.

Your comment that "it has an advantage because it has no limit" is not correct, as it is a skill that is used only once, a single cure, and that has a huge time to be reused.

It is a skill that depends 100% on the user's gameplay, as it does not compare with the secondary healing of the other classes.

Not to mention that different from the other classes that have various healing or damage skills in the area like necromancer or SHAMAN, the priest has only her, and still have a single chance to use the skill.

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13 minutes ago, Beowullf said:

Correct the priest, because unlike the Shaman who heals everyone in that area constantly, the priest heals only once and has an enormous amount of time to reuse the ability.

Your comment that "it has an advantage because it has no limit" is not correct, as it is a skill that is used only once, a single cure, and that has a huge time to be reused.

It is a skill that depends 100% on the user's gameplay, as it does not compare with the secondary healing of the other classes.

Not to mention that different from the other classes that have various healing or damage skills in the area like necromancer or SHAMAN, the priest has only her, and still have a single chance to use the skill.

 

Comparing classes is a wrong thing to do. The game is not balanced in this sense, especially if you compare 2 completely different classes from each other. 

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1 hour ago, Dono da verdade said:

Xamã

 

 

 

Quero me pronunciar sobre 2 skills da classe Xamã: 

 

-Totem de cura: uma habilidade que obtém curar praticamente 1.500 por segundo, juntando os buffs e poção do castelo que aumentam a cura mais a habilidade do castelo juntamente com uma relíquia e cartão de dano, se obter uma cura em área por segundo obtendo um volume de cura altíssima. 

 

   Cada totem dura no mínimo 12 segundos, e cada 1 segundo ele vai curar 1.500 em menos de 12 segundos, vai se obter 18k de cura em área. Esse totem era pra ser um auxílio para a classe Xamã, mas com o passar do tempo e com a evolução do jogo essa habilidade ficou desbalanceada, pois hoje em dia existem muitos equipamentos, buffs e armas que fazem a habilidade se tornar um pouco fora do comum.Hoje em dia a força dos jogadores está maior do que 2 a 3 anos atrás. A cura do totem tinha que ser menos do que 500, pois essa habilidade é um auxílio para o xamã e não ser melhor do que a própria cura principal da classe.

 

 

 

-Totem da fraqueza: Acho um absurdo um totem que tira 25% do parâmetro de precisão, acerto crítico e penetração durar 14 segundos e com uma recarga baixa de 10 segundos, e ainda ter o máximo de alvos de 6 jogadores e para monstros ilimitado. 

 

         Me falem: qual é a outra skill no servidor, que por 14 segundos consegue tirar 25% de precisão por tanto tempo assim? E ainda não tem nenhuma skill que consiga remover esse efeito negativo.

 

         Como uma redenção não consegue tirar um efeito negativo do totem? Uma redenção não consegue remover o efeito negativo do totem na área, mesmo que a função da redenção seja retirar qualquer efeito negativo. 

 

          Se for ver hoje em dia, a maioria dos jogadores que jogam em pvp, conseguirá obter somente 20% de precisão com o conjunto completo de PvP, e durante PvPs arena e gvg essa habilidade tem um efeito negativo em grande escala tornando o combate injusto e inutilizando as skills dos oponentes de uma forma geral.

 

Exemplos: Como que classes como BD, magos, Cacique, Bárbaro, e PRIEST conseguir tirar qualquer stun em área e outro tipo de efeito negativo na área de Bruxo, cacique, Necro, mago e paladino mas quando pegam um xamã não quebrar nenhum efeito negativo dos totens.

 

       Sem lógica como essa habilidade não consegue ser quebrada por habilidades que seriam para removê-las.

 

       Remodelar a probabilidade de obtenção pelo totem em no mínimo 10%, para que seja justo para todos.

Cara, quem disse q totem cura é a cada 1s? Tá falando MT coisa sem saber ae, por isso q n consegue resultado e outra o totem cura tem sim limite de players....

 

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Hunter have so much better skills then ranger pvE and PVP, ranger is a classe who use leather weapons and walk so slow and without a STUN ranged, the stun just works for melee class, if you say ranger is a good class and don't need to be rework, you never played in one, every att ranger is forgotten, now is the worst damage in elfs and the oldest class, none skill useful, just skills more of the same and weak stuns.

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As F2P ranger.. All I can say is that Im tired of being so immobile while being super squishy. Seriously trap experts are kinda pointless and we get 2 of it while other classes gets utility and survivability experts. I haven't been playing long and this is just my opinion.

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Vocês criam de propósito o desbalanceamento?

Ou não conseguem resolver o problema e precisam de ajuda?

Lendo isso daqui parece que fazer de propósito

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3 hours ago, Peony said:

истощающий удар.png Exhaustive Blow:

  • The skill’s mechanics have been changed: now instead of reducing skill recharge speed, the skill stuns the target by 1.5-2-2.5-3 seconds.

Damage is still 30-40-50-60%? And does it reduce dodge anymore?

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Ok, o seeker que é o melhor dmg pve do jogo recebeu habilidaded de atordoamento adequadas para ele brilhar no pvp, mas e o cacique? Nem um stun? Nada?

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1 hour ago, AntraxXL said:

I expected more in the "Buff" in the Dk, You have to understand that Dk is a tank, They had to give blood protection buff, in addition to not giving buff, nerf curse of the knight and they gave buff in SATURATION, that is, they said: Dk will now do damage, enough tank for him. Since to heal with Dk you have to do damage, I’ve never seen a tank depend on vampirism, in short, disappointed.

I actually tried full vampirism and to be honest, it sucked unless you somehow got a ton of people in Knights Curse dmg zone or in Death Call, preferably both. 

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1 hour ago, Dono da verdade said:

Each totem lasts at least 12 seconds, and every 1 second it will heal 1,500 in less than 12 seconds, you will get 18k area healing. This totem was supposed to be an aid to the Shaman class, but with the passage of time and with the evolution of the game this skill has become unbalanced, because nowadays there are many equipments, buffs and weapons that make the skill become a little out of Nowadays the strength of the players is greater than 2 to 3 years ago. The totem's healing had to be less than 500, as this skill is an aid to the shaman and no better than the class's main cure.

 

 

 

-Totem of weakness: I find it absurd that a totem that takes 25% of the parameter of accuracy, critical hit and penetration lasts 14 seconds and with a low cooldown of 10 seconds, and still have the maximum targets of 6 players and for unlimited monsters. 

1st of all heal totem dnt heal evry 1 secs n its never 1500 heal .

N weekness totem there is limit on how it works after its placed. It dnt work 24/7 on the enemy. There us a gap of time between the debuff n its 25% reduction at 4/4 . Not all people make it 4/4. Why will they make it 4/4 if enemy can run away in arena from.the totem 

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OS LADINOS CONTINUARAO INUTEIS EM TW OU GVG! Deveriam nerfar o chutes nas costas que está RIDÍCULO baixando a precisão  do rival para -49%. E deveriam mudar a mecanica da dos skills (ricochete) ou da (rajada de aço) possibiliando o ladino causar dano em area assim como chuva acida do necro,  ou alguma forma para o Ladino usar varias adagas ao mesmo tempo causando dano em area. Exemplo o ladino jogar varias adagas pra cima assim elas caindo e causano dano em area como magos fazem ou estilhaços. Ou algo como uma "chuva de adagas". Ou seja assim serem uteis em gvg ou tw ganhando alguma forma de causarem dano em area. Ladino está uma classe morta por não terem dano em area. nenhuma guilda recruta ladino e nenhuma pt os leva em tw por simplemente a classe ser inutil em grupo, na verdade o ladino em grupo acaba sendo um peso morto na pt! 

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4 minutes ago, Buuuu said:

1st of all heal totem dnt heal evry 1 secs n its never 1500 heal .

N weekness totem there is limit on how it works after its placed. It dnt work 24/7 on the enemy. There us a gap of time between the debuff n its 25% reduction at 4/4 . Not all people make it 4/4. Why will they make it 4/4 if enemy can run away in arena from.the totem 

With castle pots? It definitely does stop defending your broken class 🤣 you scared if they nerf it you won’t have as many followers as you do now cuz you have no skill?

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3 hours ago, Peony said:

The developers’ commentary:

 

This class remained almost the last class in whose arsenal there are skills without a limit of effectiveness, which is why in some game situations the priest was too strong.

 

And how about Shaman healing totem? even stronger support that has no limits... 😂

OFC limited to 5 players, but if u stack up 10 healing totems 5 players will have a full hp healing proc per second, i suggest changing the healing totem to give a buff with max of 1 stack that heals 5 players...

3 hours ago, Peony said:

ледяная стрела.png Frostbolt:

  • The stunning effect was moved to the "Blinding Fire" skill.

ослепляющий огонь.png Blinding Fire:

  • Now if during the effect of the skill, the target is struck with the “Frostbolt” skill, they are additionally affected with the “Stun” negative effect for 2,5-3-3,5-4 seconds.
  • Now the skill can deal critical damage.

Can you explain why? dev notes? give me the reason why to do this? and how it will impact the mage on pvp/pve scenario.

 

Nice update on supports btw! good job!!! 

Edited by Vinagre
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7 minutes ago, KingEricc said:

With castle pots? It definitely does stop defending your broken class 🤣 you scared if they nerf it you won’t have as many followers as you do now cuz you have no skill?

Nerf or not it's upto developers. Not worried if they nerf or not . I only clarified wat he said wrong bout those 2 skill. 

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51 minutes ago, Lwn said:

Give 100% shield strike stun for barb 

Let me guess, ... is it because the bd now has a 100% stun chance? Dude,

 

do not compare the classes with each other, you will never be satisfied ...🤣:true_story1:

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ok as alweys some changes, but i it is not bad. lest see what hapen 

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Ranger SHOULD NOT get a surivability or mobility buff, 1 shotting but dying in 1 hit is its identity, same thing for Chieftain CCs, stop asking for buffs that just want to make the class able to do everything, each class should have big downsides. In my opinion giving AoE to Rangers and easy stuns to every new class was bad also but that's beside the point.

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24 minutes ago, Buuuu said:

1st of all heal totem dnt heal evry 1 secs n its never 1500 heal .

N weekness totem there is limit on how it works after its placed. It dnt work 24/7 on the enemy. There us a gap of time between the debuff n its 25% reduction at 4/4 . Not all people make it 4/4. Why will they make it 4/4 if enemy can run away in arena from.the totem 

There is no gap between the debuff even if you resist it once it applies again after 3 seconds stop acting stupid buu. We all know the range on that totem is 5 yards so running from it while being attacked/stunned is nearly impossible. Shamans need nerf on heal totem and weakness totem no doubt. It’s coming.

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Wow, That was an amazing read. So excited for these changes. 🥳

I'll just keep my reviews to the classes I play.
 

3 hours ago, Peony said:

Теневая сфера.png Shadow Sphere:

  • Now the amount of damage depends on the maximum amount of energy of the character, not its current amount. Upon using the skill, the character restores 10-14-16-20% of their energy

I can't wait to test this out. An innovative way to increase the damage potential of the warlock while tackling the energy regen issue. Fingers crossed for them big numbers. 
 

3 hours ago, Peony said:

темная печать.png Dark Seal:

  • Moved the effect of bonus health restoration by "Life Exhaust" moved to the "Grimoire" skill.
  • Additionally reduces the damage the target deals to the warlock by 10-15-20-25% if it is under the silence effect of the "Hex" skill

I'm so happy to see an increase in warlock survivability even though its a small one. But I don't see much practicality to this skill if I'm being honest.  I sincerely recommend a change to this skill.
Increase range from 4 yards to 5 yards AND increase its effective duration.
OR
Make it a buff skill that lasts for 10s, Any enemy that attacks the character within that time receives the debuff onto them, minus the Hex combination.
I really feel the way it combos with Hex is an overcomplication in this case. Please consider it. Ty.

So many good skills, so few skill points. xD
Overall it seems like a good update. Can't wait for the changes to many classes.
When are the test servers out? Looking forward to it!💙

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4 hours ago, Peony said:

 

рикошет.png Ricochet:

  • Increased the radius of ricocheting between targets: from 2-2-2-2 yards, to 3-3-4-4 yards.

Increasing the yards does not change Rogue's horrible AOE in any way. The damage from the skills remains too low to be worth investing in points on, as well as skills like Frenzy and Sinister Strike.

 

4 hours ago, Peony said:

Стальной шквал.png Flurry of Steel:

  • Increased the amount of damage: from 40-55-70-90% of the character’s physical power, to 85-110-135-190%.
  • Increased the stun chance: from 20-25-30-35%, to 35-45-60-80%.
  • Increased the cooldown time of the skill from 4 to 12 seconds.

This is an excellent change in a useless skill. It is now worth investing points in this skill.

 

Edited by Higgings
Please, use normal sized letters
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Todo un detalle aumentar la habilidad de soporte de la manada 💩 , el chieft sigue sin habilidades de control para pvp 

Edited by Napser
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3 hours ago, Yukamiii said:

Barb PvE is dead

Tanking skill with short duration/mediocre effect already, stone skin cant take mob groups and now all other tanks are buffed

 

Barb pve not dead :wow1:

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1 hour ago, Buuuu said:

Heal totem 5 people limit. Damage totem 1 person per hit . Weakness totem 4/4 = 6 people debuff . Check info bfre saying no limits lol

 

Sure. But it's not written for "x characters" or "characters in the group". It's says "ALL". Not mention to warlock's zone of weakness = No limits

skills.JPG

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Why don't just make a defensive skill for warlock? in the last updates we can see the buffs on "Life exhaust" and "Black Seal" there is no need to change "Black Seal" and grimoire, we should focus on the real defensive skill of the warlock, stone body, that just makes the warlock survive for 6 seconds after its use, with a enemy waiting you, why don't make it like a shield, like the mage barrier or one skill that when activated, depending on the damage the warlock did, creates a barrier around him based on that damage?

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3 hours ago, Peony said:

No, Ranger is a good class, and it doesn't need any fixes yet

Nope, ranger need nerf stuns

Edited by Vlawot
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4 hours ago, Peony said:

Templar

 

Обратный поток.png Reverse Flow:

  • Now the targets affected by immobilization are ignored..

Частица жизни.png Particle of Life:

  • Now the pet inherits such parameters as "Depths' Fury", "Solidity", "Resistance".

Солнечное клеймо.png Branded by the Sun:

  • Increased the number of points of aggression received: from 12000-22000-45000-85000, to  15000-35000-80000-140000.

So devs can you explain why templars can use staffs but they cannot do real magic damage or do some real healing into a dungeon or boss scenario?
How can a staff based templar can actually do anything with todays kit?
 

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So the only problem with seeker's insipration skill is the animation??? Missing 5% pene isnt a big deal right? Why would you fix that. Or atleast make the description say that it only adds 10% instead of 15%.

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