yinglun 36 Posted August 14, 2021 Share Posted August 14, 2021 Suggestions for changes to the secret Reserve. Regenerating health has a very low presence in the game. Even the secret Reserve is the only skill that requires it. The current cooldown on this skill is too long and lasts for a short period of time, so we can make it a constant energy drainer. When the skill is turned on, it consumes energy continuously, increasing the player's ability to regenerate health and the speed at which it recovers health. Increases health recovery by 5%/20%/35%/50% Increases health regeneration rate by 10%/20%/30%/40% Sustained energy consumption :1/3/6/8 In my mind, this ability gives the player 3 seconds to recover 150 health or less at full level. For there is the nectar of immortality. So the value of this skill should not be too high. Let's discuss it together😁 Drakoslayd 1 Quote Link to comment Share on other sites More sharing options...
Khrone 648 Posted August 14, 2021 Share Posted August 14, 2021 (edited) I'd make it the same skill as it is rn, but instead of increasing the Life Regen stat, i'd make it heal a % of the max HP or lost HP every X seconds. Edited August 14, 2021 by Khrone Drakoslayd 1 Quote Link to comment Share on other sites More sharing options...
Ogull 421 Posted August 14, 2021 Share Posted August 14, 2021 numbers seems on the lower side considering that you lose half that when in battle mode, beside that its not a bad suggestion yinglun 1 Quote Link to comment Share on other sites More sharing options...
yinglun 36 Posted August 15, 2021 Author Share Posted August 15, 2021 10 hours ago, Khrone said: I'd make it the same skill as it is rn, but instead of increasing the Life Regen stat, i'd make it heal a % of the max HP or lost HP every X seconds. Death Knight is now the only profession that needs life recovery, and I want to keep this characteristic of him.😂 Drakoslayd 1 Quote Link to comment Share on other sites More sharing options...
Fabr 116 Posted August 15, 2021 Share Posted August 15, 2021 (edited) It's a good skill, but I think it increases little regeneration. If you increased it a little more it would be cool. Edited August 15, 2021 by Fabr Quote Link to comment Share on other sites More sharing options...
Drakoslayd 645 Posted August 15, 2021 Share Posted August 15, 2021 20 minutes ago, Fabr said: It's a good skill, but I think it increases little regeneration. If you increased it a little more it would be cool. I agree. In order for it to save you in the late game it requires better pots, like say the regen pots and similar, to put on top of secret reserves Fabr 1 Quote Link to comment Share on other sites More sharing options...
Ogull 421 Posted August 15, 2021 Share Posted August 15, 2021 2 hours ago, Fabr said: It's a good skill, but I think it increases little regeneration. If you increased it a little more it would be cool. this could be said about all the class skills tbh. the line between the skills becoming good or bad is a slight change in numbers while other skills having extra restrictions for whatever reason like saturation 10% health lose, for reserve i believe that reducing the cooldown of the skill will have a better impact on its usefulness than increasing the hp gain Drakoslayd and Fabr 1 1 Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted August 17, 2021 Share Posted August 17, 2021 (edited) I would make reserves like this Character.hp regeneration time is reduced 0.5/1/1.5/2 sec and increase hp regen of character by 10/20/30/40% character receive 1 reserve buff after 1 heal regen (max 4) and during next attack vs character character lose buffs and regen 100/200/300/400% of its current hp regen Edited August 17, 2021 by Santa Claus Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted August 30, 2021 Share Posted August 30, 2021 Correct me if im wrong but imo templars mantra work like reserves but it have short cd and cd can be reduced . It heals u and u cant be attacked + it works on other ppl Quote Link to comment Share on other sites More sharing options...
yinglun 36 Posted August 30, 2021 Author Share Posted August 30, 2021 2 hours ago, Santa Claus said: Correct me if im wrong but imo templars mantra work like reserves but it have short cd and cd can be reduced . It heals u and u cant be attacked + it works on other ppl Dk's reserve skills can be enhanced by potions and castle scrolls and castle potions, so I think its basic attributes should be low. Quote Link to comment Share on other sites More sharing options...
Khrone 648 Posted August 31, 2021 Share Posted August 31, 2021 On 8/30/2021 at 8:22 AM, yinglun said: Dk's reserve skills can be enhanced by potions and castle scrolls and castle potions, so I think its basic attributes should be low. What about Templar's Mantra? I don't remember if it depends on magic damage or HP, but... You can also increase both of them with potions, scrolls, etc Quote Link to comment Share on other sites More sharing options...
Ogull 421 Posted August 31, 2021 Share Posted August 31, 2021 31 minutes ago, Khrone said: What about Templar's Mantra? I don't remember if it depends on magic damage or HP, but... You can also increase both of them with potions, scrolls, etc On 8/30/2021 at 2:22 PM, yinglun said: Dk's reserve skills can be enhanced by potions and castle scrolls and castle potions, so I think its basic attributes should be low. i might be reading this wrong but dk reserve does not work with castle potion(if we are talking about lifeforce potion), since reserve doesn't actually heal you but increase your health regeneration parameter, if it was the case then simply using castle potion would increase healing from your normal health regeneration which is not what's happening Quote Link to comment Share on other sites More sharing options...
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