Developer Holmes 6641 Posted December 13, 2021 Developer Share Posted December 13, 2021 Warriors of Arinar! Did you miss the winter holidays? Light frost and flakes of snow, slowly whirling overhead, herald the release of the Warspear Online Update 10.2! For your convenience, the text of the announcement is divided into the two parts, and while the snow elves are preparing the holiday island to receive guests, we present to you the long-awaited rebalance of the skills. Improving game mechanics is not an easy task, because in addition to the variety of combinations of skills and relics, the player's actions are predetermined by dozens of different factors. Moreover, the rebalance maintains a sense of freshness in the process of playing for different classes, and also increases the variability of builds of the character. Making such changes in the name of diversity and a healthy balance of power is our main goal. It is thanks to these transformations that the war for the spear in Arinar continues, and the battles remain exciting! We will tell you in detail about the incredible adventures that await you during the World Creation holiday in the second part of the announcement. Now is the time to find out what skill changes will become available with the release of update 10.2! Please note that after testing of the update, some changes may be adjusted. General Dual Wield Specialization Added a 30% reduction in magical damage from a weapon in the left hand. Developer commentary: When using a certain combination of weapons, the Chieftain received too high the final efficiency. This adjustment will give the right to life to other types of weapons and equalize their usefulness. Change of magical power in two-handed maces and spears For all two-handed maces and spears the value of magic power was increased by ~18%. Developer commentary: This type of weapon was not very popular among players, and therefore it was decided to update the indicators of magical power. We hope that this will allow classes based on this stat to use two-handed weapons more often and more effectively. Damage Reflection Now the returned damage is not reduced by defensive parameters of the opponent. Now DOT-damage, damage from interactive objects and some unique play objects cannot be reflected. Now the reflected damage doesn't activate relics of the opponent. The reflected damage cannot be critical and cannot be increased using other attack modifiers. The reflected damage counts in damage dealing in dungeons, on the Arena and on the Guardian of the castle. The reflected damage increases the amount of aggression to the character, if the aggression indicator is more than 0. Classless book “Enhanced Damage Reflection”. Changed skill type from active to passive. Now skill increased the “Damage Reflection” parameter of the character by 6% for 1800 sec. Icy Relic of Reflected Damage “Damage Reflection” parameter gain is increased: from 15% to 20%. Developer commentary: We significantly reworked the “Damage Reflection” parameter, made the mechanic clearer, and the action - stronger. Moreover, we adjusted the interaction with some mechanics, so that this parameter can’t hurt the owner. The situation with the classless book “Enhanced Damage Reflection” is similar - the skill effect becomes active, and you can turn it off at any time. Resistance Now the duration of DOT-effects will not decrease from the bonuses of the classless book “Magic Resistance”, the bonus of the equipment “Resistance of Underwater” and the “Resistance” bonus. Developer commentary: The mechanics of DOT damage were often given in their effectiveness in high instant damage, especially when there were a number of mechanics that completely canceled these attempts. Skills with a constant energy consumption Active skills with constant energy consumption reclassified to active permanent skills. Now they will not expend energy, but instead will decrease the "Energy Regeneration" parameter of the character. The value is subtracted from your final energy regeneration regardless of the state of the battle. The value of energy regeneration cannot be negative. Skills can be used with any amount of energy regeneration. The value is subtracted from your final energy regeneration regardless of the state of the battle. The value of energy regeneration cannot be negative. Skills can be used with any amount of energy regeneration. Developer commentary: This change is intended to simplify the use of skills of this type, since it will now be much easier to calculate the required amount of energy. In addition, now you don't have to worry about disabling the skill if the energy runs out. Thirst for Life Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18 units. Irreversible Anger Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18 units. Crushing Will Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18 units . Removing of positive impacts Mage's expert skills "Magic Ban" and Chieftain's "Spiritual Purification", as well as relics "Great Relic of Dispelling" and "Small Relic of Dispelling" can no longer remove the effects of permanent skills, as well as the effects of Mermen's set skill equipment. Developer commentary: Previously, the effects of Mermen's set skill equipment could completely neutralize the effect of “Magic ban” and "Spiritual Purification", which often did not allow getting to the enemy's key buffs. Chosen Paladin Fetters of Justice The skill no longer reduces enemy damage. Energy consumption is reduced by 2 units on all skill levels. Light Aura Changed skill type from active to active permanent skill: energy regeneration reduction of 7 \ 7 \ 8 \ 10 \ 12 units. Cooldown time is reduced: from 30 sec, to 20 sec. Changed the visual effect of the skill. Added to the list of available relics for the skill: “Great Relic of Energy Stability”, “Small Relic of Energy Stability”. Removed from the list of available relics for the skill: “Great Relic of Energy Efficiency”, “Small Relic of Energy Efficiency”, “Great Relic of Continuous Effect”, “Small Relic of Continuous Effect” - after the release of the update, if these relics were installed in the skill, they will be automatically replaced by the Relic of Energy Stability. Now the relic effect "Icy Relic of Intractability" will be activated while the "Rage" effect is on the character and will be deactivated if the effect from the "Rage" effect is over. Heavenly Light The amount of healing from magic power is reduced: from 100 \ 110 \ 120 \ 130 \ 140 %, to 85 \ 95 \ 105 \ 115 \ 125 %. Energy consumption is reduced by 2 units on all skill levels. Illumination Skill damage from magic power is reduced: from 110 \ 120 \ 130 \ 140 %, to 70 \ 80 \ 90 \ 100 %. Repellent Strike Stun duration is increased: from 1.5 \ 2 \ 2.5 \ 3 sec, to 2.5 \ 3 \ 3.5 \ 4 sec. Harad's Call Skill damage from magic power is reduced: from 110 \ 120 \ 135 \ 150 %, to 100 \ 110 \ 125 \ 140 %. Energy consumption is reduced by 2 units on all skill levels. Harad's Banner Banner now deals a fixed amount of damage at 35 \ 40 \ 45 \ 50 % from magic power every 2 seconds, and deals 50% more damage to targets that are under the effect of Sun Seal skill. Energy consumption is reduced by 4 units on all skill levels. Sun Seal The skill effect no longer goes into defensive parameters, except “Resistance”. Skill damage now depends on the highest physical or magical power of the character. Paladin's Prayer Cooldown time is reduced: from 45 sec, to 40 sec. Skill duration is increased: from 16 sec, to 20 sec. The amount of restored health is reduced: from 100%, to 40 \ 50 \ 60 \ 70 %. Reduced speed of bonus reduction to maximum health: from 25% every 4 seconds, to 10% every 2 seconds. Energy consumption is reduced: from 22 \ 26 \ 30 \ 34 units, to 20 \ 24 \ 28 \ 30 units. Inner Forces Skill now reduces the damage received from players by 2% and from monsters by 3% for every 12 \ 10 \ 8 \ 6 % of missing health. Sacred Shield Cooldown time is reduced: from 40 seconds, to 35 seconds. Shield strength is reduced: from 50 \ 65 \ 80 \ 100 % from the target's health, to 30 \ 45 \ 55 \ 70 % from the target's health. Skill can now be applied to yourself on any level of skill development Light Defense Displayed effect icon changed. Developer commentary: The Paladin demonstrates high efficiency in most game situations, due to that the demand for other classes of a similar game direction decreases. The Harad's Banner is now a full-fledged area damage skill, but it will be much weaker in point battles. And the increase of magical power in two-handed maces and spears should fully compensate for the reduced indicators in skills. Mage Fire Ball Skill can no longer apply the “Fear” effect if the target is under the “Blazing Ground” skill effect. Now if the target is under the "Blazing Ground" effect, with a chance of 30 \ 25 \ 40 \ 45 \ 50 % the effect duration will be updated. Blazing Ground Now the skill creates a blazing zone in the specified area for 6 seconds. Each second the zone applies a debuff to all enemies in it for 3 \ 4 \ 5 \ 6 sec. The effect deals magic damage every second. Overload Speed of inflicting continuous damage from the "Overload" effect is increased by 2 times. Aura of Fire Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units - the total energy consumption became less. Skill damage from magic power is increased: from 14 \ 18 \ 22 \ 25 % every 3 seconds, to 16 \ 20 \ 25 \ 29 % every 2,3 seconds. Roaring Flame Skill no longer reduces the accuracy of the enemy. Skill now applies a debuff to the target, which increases the damage the target receives by 5 \ 10 \ 15 \ 20 % for 6 \ 8 \ 10 \ 14 seconds. Developer commentary: Although the Mage has strong support skills, they were used for the most part only in PvP-directions. The reworking of the “Roaring Flame” skill and the increased damage of a number of other skills should also benefit the class in PvE-battles. Priest Harad's Tears Added radius for an additional attack: from the whole location, to 4 \ 4 \ 5 \ 5 \ 6 yards around the character. Holy Shield Cooldown time is increased: from 12 sec, to 15 sec. Shield volume is increased by ~40% on 4-5 skill levels. Now the effect of the skill will be summed with the effect of other skills that impose shields, rather than replacing them. Energy consumption is reduced by 2 units on all skill levels. Healing Touch Reduced the amount of healing from the skill on 3-5 levels by ~15%. Energy consumption is reduced by 2 units on all skill levels. Valor Aura Changed skill type from active to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units. Cooldown time is reduced: from 70 sec, to 20 sec. The limit on the range of the skill effect was removed. Redemption Energy consumption is reduced by 2 units on all skill levels. Mystic Mark Cooldown time is increased: from 5 sec, to 15 sec. Skill now applies the "Mystic Mark" debuff on the enemy. Effect decreases target's physical and magical defense by 10 \ 15 \ 20 \ 25 % for 20 sec. When the effect has expired or the skill has been recalled, the target and all enemies within 1 yard of the target receive increased magical damage. Exhausting Burden Skill now applies the "Under Supervision" buff to a character or ally for 6 \ 7 \ 8 \ 10 sec. Effect reduces the next incoming damage from an enemy's auto-attack or skill that deals instant damage by 20 \ 30 \ 40 \ 50 %. Enemy that dealt this damage receives the "Exhausting Burden" debuff for 4 \ 5 \ 6 \ 7 sec. Enemy under the effect cannot move, the damage to the target does not remove the effect. Energy consumption is reduced by 2 units on all skill levels. Developer commentary: Previously, the Priest had in his arsenal many uncomfortable and difficult mechanics that could not be effectively used. Now the Priest should become more understandable and comfortable character, while his effectiveness in different game directions will become higher. Seeker Harad's Shield Shield strength is increased by 2 times on all levels of development. Physical strength gain is reduced: from 1,5 \ 2 \ 2,5 \ 3 \ 3,5 % for one effect, to 1,2 \ 1,4 \ 1,6 \ 1,8 \ 2 % for one effect. Inspiration "Penetration" parameter gain is reduced: from 2 \ 4 \ 6 \ 8 \ 10 %, to 2 \ 3 \ 4 \ 5 \ 6 %. Exacerbation Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 10 \ 12 \ 14 \ 17 \ 19 units. Damage from auto-attacks is reduced: from 5 \ 10 \ 15 \ 20 \ 25 %, to 8 \ 11 \ 13 \ 17 \ 20 % Dangerous Blow Damage from bleeding is increased by 2 times on all skill levels. Sun Nets Now the skill additionally applies the “Sleep” effect to all targets within a 1 yard radius of the character. If all enemies in combat with the character are sleeping, the character can use the "Disappearance" skill. Duration of action is reduced: from 4 \ 5 \ 6 \ 7 sec, to 3,5 \ 4 \ 4,5 \ 5 sec. Sun Power Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units. Skill no longer increases the damage the character receives during the action. Splitting Blow Damage from bleeding is increased by 2 times on all levels of development. Inner Rage Effect of the skill now keeps for 5 \ 6 \ 7 \ 8 sec. after a health increase above the specified level. Attack Instinct Cooldown time is reduced: from 36 sec, to 25 sec. Developer commentary: Fixes to this class's skills should reduce the distance in damage between the Seeker and other characters and help stabilize the race for damage. It is important to note that the Seeker is still a very strong damage dealing class. Templar All Skills Energy consumption for all skills is reduced by 1-2 units. Whirlwind of Repentance Damage from the skill is increased: from 75 \ 85 \ 95 \ 105 \ 115 % from physical strength, to 85 \ 95 \ 105 \ 115 \ 125 % from physical strength. Harad's Teachings Trigger limit is reduced: from not more often than 1 sec, to not more often than 0.5 sec. Touch of Truth Skill can now be applied on yourself or to an ally up to 4 yards away. The response time of the effect is increased: from 2,8 sec, to 2 sec. Mantra of Healing Healing from the skill is reduced: from 5 \ 6 \ 7 \ 8 % health per second, to 4 \ 5 \ 6 \ 7 % health per second. Deity Statue Base health and health gain from the maximum health is increased by ~30% on all skill levels. Duration of action is increased: from 12 \ 16 \ 20 \ 24 sec, to 16 \ 20 \ 24 \ 28 sec. Damage reduction from auto-attacks is increased: from 10 \ 15 \ 20 \ 25 %, to 15 \ 20 \ 28 \ 35 %. Sucker Punch Damage from the skill is reduced: from 130 \ 170 \ 210 \ 250 % from physical strength, to 120 \ 150 \ 180 \ 220 % from physical strength. Heaven's Power Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units. "Penetration" parameter gain is increased when using a staff: from 2 \ 4 \ 6 \ 8 %, to 6 \ 8 \ 10 \ 12 %. Particle of Life Cooldown time is reduced: from 30 sec, to 25 sec. The monster's life is increased: from 10 \ 13 \ 16 \ 23 sec, to 13 \ 16 \ 23 \ 28 sec. Monster damage is increased by ~15% on all skill levels. Onslaught Damage from the skill is reduced: from 130 \ 140 \ 160 \ 170 % from physical strength, to 115 \ 125 \ 140 \ 155 % from physical strength. Developer commentary: The Templar duly showed himself in PvP directions, and in some of them he even took a leading position. In this regard, we tried to equate the existing disadvantages in the PvE and the advantages in PvP. Firstborn Blade Dancer Magic Transformation Cooldown time is reduced: from 30 sec, to 24 sec. Shield strength is increased by ~30% on all skill levels. Blades' Power Changed skill type from passive to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units. “Attack Strength” parameter gain is reduced: from 10 \ 15 \ 25 \ 40 %, to 8 \ 15 \ 24 \ 30 %. Added the visual effect of the skill. Sonic Boom Damage area is increased. Damage from the skill is increased by ~30% on all skill levels. Developer commentary: Blade Dancer had a skill with excessive efficiency, and the use of this skill did not create any inconvenience in contrast to the benefits obtained. The corrections should change this situation. Ranger Evasion Cooldown time is increased: from 20 sec, to 30 sec. Reduced the skill duration: from 20 \ 30 \ 40 \ 50 \ 60 sec, to 15 sec. Evasion gain is increased: from 5 \ 7 \ 9 \ 11 \ 13 %, to 11 \ 14 \ 18 \ 22 \ 26 % Ranger's Blessing Chance of activation the effect is increased: from 10 \ 14 \ 17 \ 20 \ 25 %, to 20 \ 28 \ 34 \ 40 \ 50 %. Damage from the skill is reduced: from 50 \ 60 \ 70 \ 80 \ 90 % from physical strength, to 25 \ 30 \ 35 \ 40 \ 45 % from physical strength. Fire Arrows Attack damage is reduced by 2 times on all skill levels. Now the amount of DOT-damage depends on the physical strength of the character. DOT-damage of the skill is increased by 3 times on all skill levels. Point Shooting Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 9 \ 11 \ 13 \ 15 units. “Accuracy” parameter gain is reduced: from 10 \ 15 \ 20 \ 25 %, to 8 \ 12 \ 16 \ 20 %. The skill no longer slows the character during the action. Bitterness The maximum number of skill effects is reduced: from 10 to 5. The number of parameters for each effect is increased by 2 times. Hunter's Cage Increased the range of the skill usage: from 4 yards to 5 yards. The duration of the effect is reduced: from 4 \ 5 \ 6 \ 7 seconds, to 3 \ 4 \ 5 \ 6 seconds. Vengeful Shot Increased the range of the skill usage: from 4 yards to 5 yards. Stun duration is reduced if the target was under the “Hunter's Cage” effect: from 3 \ 4 \ 5 \ 6 seconds, to 2 \ 3 \ 4 \ 5 seconds. Developer commentary: Realizing the Ranger's potential in the current conditions was really not easy. We have weakened the influence of the factor of randomness on the class and made it more convenient and optional. Druid Insect Swarm The debuff that reduces the enemy's attack speed no longer goes into defensive parameters, except “Resistance”. Healing Dew Reduced the amount of healing from the skill on 3-5 levels by ~15%. Entangling Roots Cooldown time is increased: from 13 sec, to 16 sec. Forest Song Chance of activation the effect is increased: from 40 \ 50 \ 60 \ 70 %, to 100 %. Skill duration is reduced: from 4,4 \ 5,6 \ 6,8 \ 8 sec, to 3,4 \ 4,6 \ 5,8 \ 7 sec. Cooldown duration is corrected: from 18 sec. to 25 sec. Secret Link "Penetration" parameter gain is increased: from 6 \ 8 \ 10 \ 12 %, to 10 \ 14 \ 16 \ 18 %. Invigorating Stream The amount of restored health at the 4th skill level from the magical strength is reduced: from 80%, to 65%. Patronage of the Forest The time between the activation of the effect is increased: from 6 seconds to 8 seconds. Developer commentary: The Druid, like all healing classes, received a slight reduction in healing abilities. This is primarily due to the general weakening of damage for classes, as well as excessive efficiency in a number of game situations. But in addition to this, the Druid's buff potential has been increased, which will allow him to be more useful in PvE battles. Warden Punishment Increased the value of the “Accuracy” parameter reduction: from 5 \ 15 \ 25 \ 35 \ 45 %, to 15 \ 25 \ 35 \ 45 \ 55 %. Warden’s Protection Receiving damage from the skill no longer stops the Warden. Switcheroo Increased the range of the skill usage: from 4 yards, to 6 yards. Stealing Power Reduced the value of lowering physical and magical power: from 25 \ 30 \ 35 \ 50 %, to 15 \ 20 \ 25 \ 40 %. Reduced the bonus to the “Attack Strength” parameter from 25 \ 35 \ 45 \ 70 %, to 15 \ 25 \ 35 \ 60 %. Fortification Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 8 \ 10 \ 13 \ 15units. Added a visual effect for the skill. Developer commentary: Players’ interest towards the Warden has somewhat dwindled after the previous changes to the class’ skills. Despite the Warden showing decent results in PvP and PvE battles, we are introducing some changes that will bring even more comfort to using this class. Mountain Clans Barbarian Roar Reduced the value of lowering magical power: from 15 \ 20 \ 25 \ 30 \ 35 %, to 10 \ 13 \ 16 \ 19 \ 22 %. Charge Reduced the cooldown duration: from 20 seconds to 18 seconds. Reduced the skill damage by ~10% on all skill levels. Combat Fury Reduced the cooldown duration: from 40 seconds, to 30 seconds. Shield Strike Reduced the cooldown duration: from 16 seconds, to 14 seconds. Increased the stun chance on 1-2 levels : from 40 \ 50 %, to 45 \ 57 %. Reduced skill damage by ~10% on all levels of development. Defeat The combo dealing additional damage to the target and also additional damage to all targets within a 1 yard radius, now procs off any bleeding. Stone Skin Now blocked damage instantly accumulates one effect of the skill no more often than once every 2 seconds. Barbarian Nature Now cleanses the Barbarian of negative effects. Reduced the duration of the skill’s effect: from 4 \ 6 \ 8 \ 10 seconds, to 4 \ 5 \ 6 \ 8 seconds. Developer commentary: Until now, the Barbarian's skills have not undergone significant adjustments, due to which the dynamics of the use of various skills of this character has remained at the same level for too long. These changes will help move this unbreakable mountain and allow a slightly different look at the class as a whole. Rogue Dodging Increased the cooldown duration: from 20 seconds to 30 seconds. Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 \ 60 seconds, to 15 seconds. Increased the “Dodge” gain parameter: from 5 \ 7 \ 9 \ 11 \ 13 % to 11 \ 14 \ 18 \ 22 \ 26 %. Gouge Now the skill additionally applies the “Paralysis” effect on all targets within 1 yard of the character. If all enemies in combat with the character are paralyzed, the character can use the "Stealth" skill. Reduced the skill effect duration: from 3 \ 4 \ 5 \ 6 \ 7 seconds to 3 \ 3,5 \ 4 \ 4,5 \ 5 seconds. Flurry of Steel Increased the cooldown duration: from 14 seconds to 18 seconds. Trickiest Technique The combo restoring health if the target is under the effect of “Poisonous Blades”, now works with any poison. Absolute Reflexes Now the skill’s effect cannot trigger again during the duration of the skill, as well as 2 seconds after the duration expires. Reduced the skill’s duration: from 5 \ 7 \ 10 \ 14 seconds to 3 \ 4 \ 5 \ 7 seconds. Reduced the “Dodge” parameter bonus: from 5 \ 7 \ 10 \ 15 %, to 5 \ 7 \ 9 \ 12 %. Frenzy Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units. Reduced the cooldown duration: from 18 seconds to 10 seconds. The skill no longer increases the “Accuracy” parameter of the character. Added the bonus to the critical damage of the character during the skill’s effect: 6 \ 10 \ 14 \ 18 %. Added a visual effect for the skill. Developer commentary: If you thought the Rogue was bound to receive strong nerfs in this update, then you were wrong. The Rogue, like any other class, has vulnerabilities that one can exploit and prevent them from realizing their full potential. It's important to mention that the Rogue's effectiveness only applies to one target and only against certain classes. We can say that the character adequately fulfills the role assigned to him in PvP battles. Shaman Healing Spirit Reduced the healing amount at 3-5 skill levels by ~15%. Ancestors' Hand Reduced the cooldown duration: from 30 seconds to 25 seconds. Increased the shield’s durability by ~30% on all skill levels. Tribe's Ritual Increased the bonus to the critical damage: from 14 \ 16 \ 19 \ 22 %, to 16 \ 20 \ 23 \ 27 %. Totem of Weakness Reduced the value of the “Penetration” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 8 \ 10 \ 12 \ 15 %. Reduced the value of the “Accuracy” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 9 \ 12 \ 15 \ 20 %. Increased the value of the “Critical Hit” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 12 \ 18 \ 24 \ 35 %. Lightning Shield Now the skill can be used on an ally. Power of the Earth Increased the bonus to maximum health: from 10 \ 15 \ 20 \ 25 %, to 10 \ 20 \ 30 \ 40 %. Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 seconds, to 20 seconds. Now the skill restores health in the amount of 40 \ 50 \ 60 \ 70 % of added health. Now the maximum health bonus is reduced by 10% every 2 seconds. The range of skill usage is increased: from 3 yards to 5 yards. Fire Totem Now upon placing the totem, the target attacked by the Shaman is automatically selected. Developer commentary: The Shaman, like all healing classes, received a slight weakening of healing abilities in this patch. This is primarily due to the general weakening of damage for classes, as well as excessive effectiveness in a number of game situations. In addition, unpopular class skills have been strengthened. Hunter Hunter's Agility Increased the cooldown duration: from 20 seconds, to 30 seconds.. Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 \ 60 seconds, to 15 seconds. Increased the bonus to the “Dodge” parameter: from 5 \ 7 \ 9 \ 11 \ 13 %, to 11 \ 14 \ 18 \ 22 \ 26 %. Combat Stance Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 10 \ 12 \ 14 \ 17 \ 19 units - total energy cost was reduced. Poisoned Arrow Increased the range of the skill: from 4 yards to 5 yards. Reduced the damage of the skill: from 35 \ 50 \ 60 \ 70 \ 80 % of physical power to 32 \ 45 \ 50 \ 62 \ 70 % of physical power. Explosive Arrow Increased the damage area: from 3х3, to 5х5. Pathfinder’s Arrow Increased the cooldown duration: from 20 seconds, to 25 seconds. Arrow of Confusion Fixed the error due to which the effect of the skill was not interrupted by dealing damage. Now the chance of interrupting the skill from dealing damage is 30 \ 25 \ 20 \ 15 %. Developer commentary: The Hunter has excellent stats, balancing high damage efficiency and strong control skills. Combined with a ranged attack, this makes him an extremely dangerous and inconvenient opponent. Chieftain All Skills Reduced the energy costs for all skills by 1-2 units. Eagle's Eye Reduced the rate of dealing the damage: from every 1.5 seconds, to every 2 seconds. Increased the duration of the skill: from 3 \ 3 \ 4,5 \ 4,5 \ 6 seconds, to 4 \ 4 \ 6 \ 6 \ 8 seconds. Curse of the Plague Increased the skill’s damage: from 15 \ 20 \ 25 \ 35 % of magic power every second, to 25 \ 30 \ 35 \ 45 % of magic power every second. Rugged Hide Reduced the skill’s duration: from 6 \ 8 \ 10 \ 12 seconds, to 6 \ 8 \ 9 \ 10 seconds. Bear's Stamina Increased the amount of healing from magical power: from 70 \ 80 \ 90 \ 100 \ 110 %, to 100 \ 110 \ 120 \ 130 \ 140 %. Reduced the amount of healing from missing health: from 9 \ 11 \ 13 \ 15 \ 18 %, to 5 \ 7 \ 9 \ 10 \ 12 %. Wolf's Alacrity Reduced the damage of the skill: from 120 \ 140 \ 160 \ 180 \ 200 % of physical power to 120 \ 130 \ 140 \ 155 \ 170 % of physical power. Cat Reflexes Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units. Frenzy Reduced the skill’s damage: from 40 \ 45 \ 45 \ 50 % of physical power to 40 \ 40 \ 45 \ 45 % of physical power. The skill will now additionally apply the “Stun” effect to the target for 2 \ 3 \ 3 \ 4 seconds if it’s under the effect of the “Thrashing” skill. Support of the Pack Added a visual effect for the skill. Developer commentary: The Chieftain really demonstrated excessive effectiveness in a number of game situations, which was repeatedly noted by the gaming community. We are restoring the balance of power and at the same time solving the problems the class has. Forsaken Death Knight Saturation Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units. The skill no longer costs health to activate. Added a visual effect for the skill. Steel Hurricane Increased the magical damage of the skull: 75 \ 90 \ 115 \ 145 % of magical power, to 90 \ 115 \ 145 \ 190 % of magical power. Secret Reserves The skill now reduces the received damage from monsters by 5 \ 10 \ 15 \ 20 %, while it is on cooldown. The healing now starts immediately upon using the skill. Knight's Curse Reduced the damage of the skill: from 120 \ 160 \ 180 \ 220 % of magical power to 110 \ 130 \ 155 \ 180 % of magical power. The damage skill effect now works instantly if the “Kiss of Death” effect is gone to the “Resistance” defensive parameter. Developer commentary: Due to the specifics of their defensive skills, the Death Knight had difficulty tanking monsters with high burst damage, which made them subpar compared to another Legion tank - the Barbarian. Changing the skill "Secret Reserves" will help fix the situation. Warlock Draining Life Increased damage of the skill by ~10% on all skill levels. Increased healing of the skill: from 35 \ 45 \ 55 \ 65 \ 75 % of damage to 45 \ 55 \ 65 \ 75 \ 85 % of damage. The range of skill usage is increased: from 4 yards to 5 yards. Full of Life Increased the effect’s duration: from 5,5 seconds, to 6,5 seconds. Increased the duration of the effect, if the target was under the effect of the "Grimoire" skill: from 11 seconds, to 13 seconds. Pool of Darkness Increased the damage of the skill from magical power: from 104 \ 106 \ 108 \ 110 \ 112 %, to 110 \ 115 \ 120 \ 125 \ 130 %. Fixed the error due to which the stun was applied to any slowed opponent, not just the target under the effect of the Fading skill. Dark Circle Increased the cooldown duration: from 14 seconds to 20 seconds. Removed the empty tile in the centre of the skill’s effect area. Changed the effect icon of the skill. Fear Fixed the error due to which the effect of the skill was not interrupted by dealing damage. Now the chance to interrupt the skill’s effect by dealing damage will be 35 \ 30 \ 25 \ 20 \ 15 %. Stone Body Increased the amount of restored health: from 2 \ 3 \ 4 \ 5 % every 2 seconds, to 6 \ 8 \ 10 \ 12 % every 2 seconds. The duration of the effect is is reduced: from 6 \ 8 \ 10 \ 12 sec, to 4 \ 6 \ 8 \ 10 sec. Fixed the bug that allowed the Warlock to leave the combat state during the effect of the skill. Power of Relaxation Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 10 \ 12 \ 14 \ 16 units — total energy cost was reduced. Fading Stun duration when using “Pool of Darkness” skill on any slowed opponent is increased: from 1 \ 2 \ 3 \ 4 sec, to 2 \ 3 \ 4 \ 5 sec. Shadow Sphere Reduced the energy cost on the 4 skill level: from 20 units to 18 units. Hex Reduced the energy cost: from 24 \ 25 \ 26 \ 27 units, to 22 \ 23 \ 24 \ 25 units. Now the DOT-damage no longer goes into the “Resistance” defensive parameter. Zone of Weakness Reduced the duration of the skill: from 6 \ 8 \ 10 \ 12 seconds to 4 \ 6 \ 8 \ 10 seconds. Reduced the value of the magic defense reduction: from 20 \ 40 \ 60 \ 80 %, to 20 \ 30 \ 40 \ 50 %. Dark Seal Increased the value of the damage reduction from the combo when the target was under the silence effect from the “Hex” skill: from 10 \ 15 \ 20 \ 25 %, to 20 \ 25 \ 30 \ 40 %. Developer commentary: The Warlock had problems with energy, which in a number of game situations did not allow it to fully realize the capabilities of the class. Reducing the energy cost of some abilities, as well as increasing defensive potential and survivability, compensate for the weakening of key control skills. Necromancer Poison Spittle Energy consumption is reduced by 2 units on all skill levels. Deathly Eye Increased the cooldown duration: from 2 seconds to 7 seconds. Skill duration is increased by 2 sec. on all skill levels. Increased the value of the magic defense reduction: from 2 \ 3 \ 4 \ 5 \ 6 %, to 6 \ 8 \ 10 \ 12 \ 14 %. Increased the chance of applying the effect to bosses: from 45%, to 70%. Added the “Terrible Relic of Apathy” to the list of relics available for the skill. Nightmares Increased the cooldown duration: from 15 seconds to 20 seconds. Bone Shield Increased the cooldown duration: from 12 seconds to 15 seconds. Increased the shield durability by ~40% on skill levels 4-5. Energy consumption is reduced by 2 units on all skill levels. Ancient Seal Reduced the amount of healing on 3-5 skill levels by ~15%. Fateful Connection Reduced the transferred damage: from 10 \ 15 \ 20 \ 25 %, to 12 \ 14 \ 16 \ 18 %. Poisonous Shield Energy consumption is reduced by 2 units on all skill levels. Infection Damage skill effect now works instantly if the effect increasing damage on the opponent goes into the “Resistance” defensive parameter. Acid Rain Skill damage from magic power is increased: from 100 \ 108 \ 110 \ 130 %, to 110 \ 120 \ 130 \ 150 %. Energy consumption is reduced by 2 units on all skill levels. Dark Power Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units . Reduced the cooldown duration: from 70 seconds to 20 seconds. Added a visual effect for the skill. Panic! Fixed the bug due to which dealing damage did not interrupt the skill’s effect. Now the chance to interrupt the effect of the skill by dealing damage is 30 \ 25 \ 20 \ 15 %. Developer commentary: Like all healing classes, the Necromancer has received a slight reduction in healing abilities. Some of the class's abilities were overly effective, while others were underperforming. Correcting this situation and making the Necromancer more balanced! Charmer Call Added a limit to the maximum number of monsters on a location: 3. Significantly reduced the health of the monster on low character levels. Otherworldly Blessing Increased the bonus to the “Critical Damage” and “Critical Healing” parameters: from 9 \ 13 \ 16 \ 20 %, to 13 \ 16 \ 20 \ 25 %. Otherworldly Fire Now the attack repeats every 3 seconds. The number of repetitions: 2 \ 2 \ 3 \ 3 times. Reduced the damage and stun chance by half. Help of Chaos Changed the attack type of the monster: from melee to ranged. Reduced the cooldown duration: from 30 seconds to 20 seconds. Reduced the monster’s life time: from 15 \ 20 \ 25 \ 30 seconds to 10 \ 13 \ 16 \ 20 seconds. The monster’s damage now scales ~15% stronger off of the magical power of the character. Increased the movement speed of the monster. Energy consumption is reduced: from 26 \ 28 \ 30 \ 32 units to 22 \ 24 \ 26 \ 28 units. Knowledge of the Dead Man Fixed a bug due to which the skill effect didn't work when dealing zero damage. Demonic Pact Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units. Developer commentary: The Charmer fits perfectly into the niche of the summoner classes and has been warmly received by the players. The other build of the character - through the staff, judging by the statistics, began to rapidly lose popularity. These changes are intended to correct the situation and diversify the variability of improving expert skills. During the launch of the test server, we, with your help, will check the correctness of the operation of all changed skills again. Perhaps, based on the results of testing and based on the collected statistical data, additional edits will be made. We will be grateful for your active participation in testing and constructive feedback on its results. See you! AIGRIND Zensokuu, Kyrai, Ogull and 5 others 2 2 3 1 Quote Link to comment Share on other sites More sharing options...
Developer Holmes 6641 Posted December 13, 2021 Author Developer Share Posted December 13, 2021 Zensokuu 1 Quote Link to comment Share on other sites More sharing options...
Administrators LeeLoo 2436 Posted December 13, 2021 Administrators Share Posted December 13, 2021 Holmes and Nolan 2 Quote Link to comment Share on other sites More sharing options...
Zensokuu 102 Posted December 13, 2021 Share Posted December 13, 2021 THANKS FOR THE REWORK OF FRENZY SKILL ! Rogue are now a cool class also in pve ! For the moment my rogue deal so low amount dmg even if im +10 greatcharm with mermen set ... But with this update will be so cool ! #ripcharmer Kyrai and LeeLoo 1 1 Quote Link to comment Share on other sites More sharing options...
Higgings 1830 Posted December 13, 2021 Share Posted December 13, 2021 4 hours ago, Holmes said: For all two-handed maces and spears the value of magic power was increased by ~18%. Does this include weapons with Magic Damage as primary statistic? Quote Link to comment Share on other sites More sharing options...
Nolan 1345 Posted December 13, 2021 Share Posted December 13, 2021 2 minutes ago, Higgings said: Does this include weapons with Magic Damage as primary statistic? That's right! Higgings 1 Quote Link to comment Share on other sites More sharing options...
Filipe Ramon 82 Posted December 13, 2021 Share Posted December 13, 2021 4 hours ago, Holmes said: Knight's Curse Reduced the damage of the skill: from 120 \ 160 \ 180 \ 220 % of magical power to 110 \ 130 \ 155 \ 180 % of magical power. What a novelty, another nerf for the DK. Why not just delete the game class? Fahau, Fortuno and Speedom 2 1 Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted December 13, 2021 Share Posted December 13, 2021 So secret reserve is now active skill ? 1 minute ago, Filipe Ramon said: What a novelty, another nerf for the DK. Why not just delete the game class? Not a nerf 2h weapons got more magic dmg Does this mean that secret reserves are active skill ? Nolan and Filipe Ramon 1 1 Quote Link to comment Share on other sites More sharing options...
Assssuuuiii 1 Posted December 13, 2021 Share Posted December 13, 2021 Rip ranger Avamanyar 1 Quote Link to comment Share on other sites More sharing options...
Nolan 1345 Posted December 13, 2021 Share Posted December 13, 2021 4 minutes ago, Santa Claus said: So secret reserve is now active skill ? The skill type didn't change. Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted December 13, 2021 Share Posted December 13, 2021 Oh i went to read again and figured out Quote Link to comment Share on other sites More sharing options...
Filipe Ramon 82 Posted December 13, 2021 Share Posted December 13, 2021 3 minutes ago, Santa Claus said: Not a nerf 2h weapons got more magic dmg Before: 1000 * 2,2 = 2200 After: 1000 * 0,18 = 180 + 1000 = 1180 1180 * 1,8 = 2124 Is a nerf bro. Quote Link to comment Share on other sites More sharing options...
White17 5 Posted December 13, 2021 Share Posted December 13, 2021 Rogue is bad and what he get? Nerfs sheesh. Avamanyar and Bruce Wayne 1 1 Quote Link to comment Share on other sites More sharing options...
Mercurry 85 Posted December 13, 2021 Share Posted December 13, 2021 5 hours ago, Holmes said: Dual Wield Specialization Added a 30% reduction in magical damage from a weapon in the left hand. Developer commentary: When using a certain combination of weapons, the Chieftain received too high the final efficiency. This adjustment will give the right to life to other types of weapons and equalize their usefulness. This won´t give right to life to other types of weapons, this will just make every single Chieftain go the full phys build way which is gonna be superior to any 2h build. Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted December 13, 2021 Share Posted December 13, 2021 (edited) But on the other hand u have steel buffed + 18% , sharp shadow +18% death call +18% and exhalation +18% 3 minutes ago, Filipe Ramon said: Before: 1000 * 2,2 = 2200 After: 1000 * 0,18 = 180 + 1000 = 1180 1180 * 1,8 = 2124 Is a nerf bro. Its a nerf with ppl with 1h mace Edited December 13, 2021 by Santa Claus Filipe Ramon 1 Quote Link to comment Share on other sites More sharing options...
vavavi 250 Posted December 13, 2021 Share Posted December 13, 2021 (edited) All in all decent changes imo atleast. Couple things seem weird though. Making forest song 100% chance is a huge buff. Basically nullifying root cd increase completely. Aoe stun with 100% chance to work is insane. Also why wouldn't barbs stone skin have any mana penalty? Its stronger than wardens forti for 0 cost Also the magic resistance change is nice but kind of meaningless. The book still counters relics saps roars and everything, getting 1 more bleed hit does nothing really. Atleast making it work only on controlling effects, not on every possible debuff would be fair. Edited December 13, 2021 by vavavi Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted December 13, 2021 Share Posted December 13, 2021 5 hours ago, Holmes said: Developer commentary: Due to the specifics of their defensive skills, the Death Knight had difficulty tanking monsters with high burst damage, which made them subpar compared to another Legion tank - the Barbarian. Changing the skill "Secret Reserves" will help fix the situation. It will be helpful but only in pve way still in pvp way it will be easy to burst dk Filipe Ramon 1 Quote Link to comment Share on other sites More sharing options...
f13f14 12 Posted December 13, 2021 Share Posted December 13, 2021 this might sound stupid, but what's the use of secret reserves buff if you also buffed saturation? i mean now dk's will have a lot of lifesteal, will secret reserves ever activate and go on cooldown? Quote Link to comment Share on other sites More sharing options...
Filipe Ramon 82 Posted December 13, 2021 Share Posted December 13, 2021 If even the nerf from 250% to 220% hurt with this one it won't be different. They justify the fact that buffing Steel Hurricane is the reason. But what they forget is that they either use one skill or another. Regarding the other changes, the Saturation and the Steel Hurricane really pleased me. Secret Reserves should also receive damage reduction from enemy players to be attractive. I'm sure it will remain scrapped and no one will use it. The main skill that should be reviewed and not even mentioned is Shadow Shield. They asked for our opinions so much and ignored it, that's frustrating... Quote Link to comment Share on other sites More sharing options...
lallouss 854 Posted December 13, 2021 Share Posted December 13, 2021 5 hours ago, Holmes said: Reduced the value of the “Critical Hit” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 12 \ 18 \ 24 \ 35 %. reduced or increased? Nolan and King Death 1 1 Quote Link to comment Share on other sites More sharing options...
Nolan 1345 Posted December 13, 2021 Share Posted December 13, 2021 2 minutes ago, f13f14 said: this might sound stupid, but what's the use of secret reserves buff if you also buffed saturation? i mean now dk's will have a lot of lifesteal, will secret reserves ever activate and go on cooldown? 1 minute ago, Filipe Ramon said: If even the nerf from 250% to 220% hurt with this one it won't be different. They justify the fact that buffing Steel Hurricane is the reason. But what they forget is that they either use one skill or another. Regarding the other changes, the Saturation and the Steel Hurricane really pleased me. Secret Reserves should also receive damage reduction from enemy players to be attractive. I'm sure it will remain scrapped and no one will use it. The main skill that should be reviewed and not even mentioned is Shadow Shield. They asked for our opinions so much and ignored it, that's frustrating... You can always change your build to achieve the max potential of the class. The changes on DK are great and it should enough for its role. Just now, lallouss said: reduced or increased? Increased OgSneakyMe 1 Quote Link to comment Share on other sites More sharing options...
Hossein 65 Posted December 13, 2021 Share Posted December 13, 2021 necros more op now lmao...and sadly always work on elves rip mcs... Lwn, Nolan and nilozero 1 1 1 Quote Link to comment Share on other sites More sharing options...
Filipe Ramon 82 Posted December 13, 2021 Share Posted December 13, 2021 1 minute ago, Nolan said: You can always change your build to achieve the max potential of the class. The changes on DK are great and it should enough for its role. Thanks so much for the tip, but what I'm complaining about is the fact that I do this at least 10 times a week for testing (Literally). As I said the change in Saturation was great because it's currently the combination I'm testing. This does not change the fact that the changes do not reach 100% of the goal proposed by the developers themselves. You can ask anyone on the forum and I'm sure most will answer the same thing... In terms of reaching the maximum potential, I try to invest in lots of Books and improvements, but unfortunately that's not enough... Sundown 1 Quote Link to comment Share on other sites More sharing options...
Lefu 13 Posted December 13, 2021 Share Posted December 13, 2021 5 hours ago, Holmes said: Forest Song Chance of activation the effect is increased: from 40 \ 50 \ 60 \ 70 %, to 100 %. Very late April Fools perhaps? Quote Link to comment Share on other sites More sharing options...
Zensokuu 102 Posted December 13, 2021 Share Posted December 13, 2021 Release will be thursday ? We need try it fast to see what we need rework on the rework ! Rogue got pve buff but dodge nerf , and i wanna know if a rogue still can be usefull in pvp ( rogue have only dodge and stun to save himself in gvg, but 0 aoe like seeker, but seeker have a really stronger pve ) So let test it in test server before being angry Mczohan08 and Nolan 1 1 Quote Link to comment Share on other sites More sharing options...
f13f14 12 Posted December 13, 2021 Share Posted December 13, 2021 17 minutes ago, Nolan said: You can always change your build to achieve the max potential of the class. The changes on DK are great and it should enough for its role. yeah no, you guys don't even understand what you are doing with dk. give me premission to make changes and i'll fix dk in 10 minutes Speedom, Lwn, Sundown and 3 others 2 2 1 1 Quote Link to comment Share on other sites More sharing options...
Sundown 43 Posted December 13, 2021 Share Posted December 13, 2021 humbly ask for better fixes in dk, changing secret reserves, should reduce not only damage from monsters, but also damage from other players, i'm sad, for years forgotten class, and weak in pvp, dk can't take damage, dies easy in pvp. @Holmes@snorlax@LeeLoo Filipe Ramon and TheCaster 1 1 Quote Link to comment Share on other sites More sharing options...
Nolan 1345 Posted December 13, 2021 Share Posted December 13, 2021 4 minutes ago, f13f14 said: yeah no, you guys don't even understand what you are doing with dk. give me premission to make changes and i'll fix dk in 10 minutes God Emerald and Sundown 2 Quote Link to comment Share on other sites More sharing options...
TheCaster 372 Posted December 13, 2021 Share Posted December 13, 2021 (edited) 6 hours ago, Holmes said: Dark Circle Increased the cooldown duration: from 14 seconds to 20 seconds. Very very disappointing. That's a harsh cut. I don't see similar cuts to templars aoe stun potential. Kindly reconsider this number. No other class in legion has AOE stuns. 6 hours ago, Holmes said: Zone of Weakness Reduced the duration of the skill: from 6 \ 8 \ 10 \ 12 seconds to 4 \ 6 \ 8 \ 10 seconds. Reduced the value of the magic defense reduction: from 20 \ 40 \ 60 \ 80 %, to 20 \ 30 \ 40 \ 50 %. This is still more understandable. With these 2 nerfs, you have effectively reduced the AOE stun potential of the entire legion side but added nothing in return to complement the class. 6 hours ago, Holmes said: Hex Reduced the energy cost: from 24 \ 25 \ 26 \ 27 units, to 22 \ 23 \ 24 \ 25 units What kind of weak buff is this? To pacify warlocks for namesakes? I see no changes to the forgotten skills like bloody tribute. No one has even bothered with it. 6 hours ago, Holmes said: Dark Seal Increased the value of the damage reduction from the combo when the target was under the silence effect from the “Hex” skill: from 10 \ 15 \ 20 \ 25 %, to 20 \ 25 \ 30 \ 40 % An impossibly restricted combination that's not used by anyone due to it's harsh combination requirements. You have taken away the classes AOE stun potential, okay. But what did you put back in return? That's what I'd like to know. I see nothing that makes playing this class easier. Exhaust + grim, Hex + Dark seal, Fading + pool; All these complex and inefficient skill combinations have not been touched at all. Extremely disappointed to the kind of attention given to warlock despite the promising replies from admin team at the Russian forum. Waiting for the test servers to see how this affects the entire situation overall. @Holmes Edited December 13, 2021 by TheCaster Laevateinn, Unkindled and Lwn 3 Quote Link to comment Share on other sites More sharing options...
Lefu 13 Posted December 13, 2021 Share Posted December 13, 2021 Forcing every chieftain to go full physical while gutting their dmg and survivability and giving a lackluster stun while ALSO giving elfs the tools to tank / stun it for ages makes absolutely 0 sense. One of the most horrific patch notes I've seen in my life. Adding 10% into the most useless skill in the whole game is just a massive slap in the face, I'm quite certain 90% of the chieftains in the whole game haven't even bought this skill. Wongs 1 Quote Link to comment Share on other sites More sharing options...
TWISTD 29 Posted December 13, 2021 Share Posted December 13, 2021 and Aigreed does it again.... Quote Link to comment Share on other sites More sharing options...
darkme 14 Posted December 13, 2021 Share Posted December 13, 2021 Only play DK as a pure tank for PvE, so these changes are appreciated. Only wish you guys made a few improvements to the the class's mobility through dark shield. Quote Link to comment Share on other sites More sharing options...
Ogull 421 Posted December 13, 2021 Share Posted December 13, 2021 5 hours ago, Holmes said: Death Knight Saturation Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 7 \ 8 \ 10 \ 12 units. The skill no longer costs health to activate. Added a visual effect for the skill. Steel Hurricane Increased the magical damage of the skull: 75 \ 90 \ 115 \ 145 % of magical power, to 90 \ 115 \ 145 \ 190 % of magical power. Secret Reserves The skill now reduces the received damage from monsters by 5 \ 10 \ 15 \ 20 %, while it is on cooldown. The healing now starts immediately upon using the skill. Knight's Curse Reduced the damage of the skill: from 120 \ 160 \ 180 \ 220 % of magical power to 110 \ 130 \ 155 \ 180 % of magical power. Developer commentary: Due to the specifics of their defensive skills, the Death Knight had difficulty tanking monsters with high burst damage, which made them subpar compared to another Legion tank - the Barbarian. Changing the skill "Secret Reserves" will help fix the situation. Kevin's Parking Victory - The Office_Trim.mp4 Nolan 1 Quote Link to comment Share on other sites More sharing options...
Keltas 12 Posted December 13, 2021 Share Posted December 13, 2021 "Developer commentary: The Chieftain really demonstrated excessive effectiveness in a number of game situations, which was repeatedly noted by the gaming community. We are restoring the balance of power and at the same time solving the problems the class has." oh wait you nerfed chief coz community asked? or coz elves asked? but when community asking for nerf BD last 12 years you only buff him every patch... game devs of warspear are joke... Null, Lefu, Mczohan08 and 5 others 7 1 Quote Link to comment Share on other sites More sharing options...
Ganjafarma 8 Posted December 13, 2021 Share Posted December 13, 2021 all in all im happy with this rebalance. nice to see chieftains were nerfed the class was way too overpowered. druid 100% song is highly questionable though but i understand it. excited for test server 😁 Kyrai 1 Quote Link to comment Share on other sites More sharing options...
Ivoo 50 Posted December 13, 2021 Share Posted December 13, 2021 What kind of joke is this? You nerfing physical chieftain? only 10-20% play physical chief rest is magic.. They were only characters in mc side at arena + pvp who could burst fast and high damage like rangers,bds now chieftains became useless aoe nerfed tho... Saltymalek and Kyrai 1 1 Quote Link to comment Share on other sites More sharing options...
Jcbref 616 Posted December 13, 2021 Share Posted December 13, 2021 (edited) 5 hours ago, Holmes said: Dark Power Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 7 \ 7 \ 10 \ 12 units . Reduced the cooldown duration: from 70 seconds to 20 seconds. Added a visual effect for the skill. how will this work as an active skill though since currently, when activated every party member in area gets dmg buff but how does it work when its active all the time Edited December 13, 2021 by Jcbreff Quote Link to comment Share on other sites More sharing options...
Sudo 0 Posted December 13, 2021 Share Posted December 13, 2021 Did we receive book of oblivion when its updated? Quote Link to comment Share on other sites More sharing options...
rafa9876 150 Posted December 13, 2021 Share Posted December 13, 2021 5 hours ago, Holmes said: During the launch of the test server, we, with your help, will check the correctness of the operation of all changed skills again. Perhaps, based on the results of testing and based on the collected statistical data, additional edits will be made. Reminder that what appears on this list is rarely final. Quote Link to comment Share on other sites More sharing options...
bruhmoment 1 Posted December 13, 2021 Share Posted December 13, 2021 Fınally they changed the mystic mark in priest, god damn Quote Link to comment Share on other sites More sharing options...
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