bruhmoment 1 Posted December 13, 2021 Share Posted December 13, 2021 6 minutes ago, Jcbreff said: 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 same as priest aura, you need to get closer necro Quote Link to comment Share on other sites More sharing options...
Jollier 78 Posted December 13, 2021 Share Posted December 13, 2021 6 hours ago, Holmes said: 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. 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. 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 20 units. Irreversible Anger Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 20 units. Crushing Will Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 20 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. 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 %. 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 %. Harad's Banner Banner now deals a fixed amount of damage at 25 \ 30 \ 35 \ 40 % from magic power every 2 seconds, and deals 50% more damage to targets that are under the effect of Sun Seal skill. Sun Seal The skill effect no longer goes into defensive parameters, except “Resistance”. 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 8 \ 11 \ 14 \ 17 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. Healing Touch Reduced the amount of healing from the skill on 3-5 levels by ~15%. Valor Aura Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 7 \ 7 \ 10 \ 12 units. Cooldown time is reduced: from 70 sec, to 20 sec. The limit on the range of the skill effect was removed. 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. 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 15 \ 17 \ 20 \ 22 \ 25 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 7 \ 10 \ 12 \ 15 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. 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 \ 140 \ 170 \ 200 % from physical strength. Heaven's Power Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 12 \ 14 \ 16 \ 18 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 7 \ 10 \ 12 \ 15 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: from 3х3, to 5х5. 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 10 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. The type of DOT-damage applied when attacking is changed: it was magic, now it is physical. 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 12 \ 15 \ 17 \ 20 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 negative skill effect can no longer go 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 %. Secret Link "Penetration" parameter gain is increased: from 6 \ 8 \ 10 \ 12 %, to 10 \ 14 \ 16 \ 20 %. 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 10 \ 12 \ 15 \ 27 units. 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 \ 7,5 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 10 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 on 3-4 levels of development: from 18 \ 22 %, to 16 \ 19 %. Frenzy Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 7 \ 10 \ 12 \ 15 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” parameter 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” parameter: 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 %. 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. 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 10 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 15 \ 17 \ 20 \ 22 \ 25 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 7 \ 10 \ 12 \ 15 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. 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 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. 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. 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 4 \ 6 \ 8 \ 10 % every 2 seconds.. 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 16 \ 18 \ 20 \ 22 units — total energy cost was reduced. 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. 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 Deathly Eye Increased the cooldown duration: from 2 seconds to 7 seconds. 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. 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 8 \ 10 \ 12 \ 15 %. 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. 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. 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 What is the purpose on adding 40% more durability on shield while increase the cd time by 3 second on necromancer and priest? Its will only able to hold as much as 1 hit anyway, or maybe 2 hit on low amp and low penetration. Shield now just go straight to trash, and the 15% heal reduce is clearly making the healer class left out soon Quote Link to comment Share on other sites More sharing options...
Baphomet 41 Posted December 13, 2021 Share Posted December 13, 2021 I actually can't believe these changes will go through for the Necro. Are we playing the same game??? Even thought I dont think they listen to what I say, I'll try, because if this goes through I'll have to stop playing the only class I like... 5 hours ago, Holmes said: Deathly Eye Increase cd to 14~ sec if you want but don't forget that Poison Spit has a cd of 9 and deals the least amount of damage out of all ranged base dmg skills because of the combo with this skill. I say remove the combo and compensate with reduced cd and higher dmg to Poison Spit. 5 hours ago, Holmes said: Nightmares Yes, this skill can be too strong in some situations, like 1v1s, but in crowded fights it's useless, in world pvp enemies usually hit mobs and you no longer have a """stun""" as people say. I think they forgot to mention that it's now AoE like the Rog/Sk Sleep?? 5 hours ago, Holmes said: Fateful Connection Beating a dead horse. Do they realize this is the only ability in the game that ONLY WORKS if there are 2 enemies or more??? So this is useless against one enemies, that's why 99% of Necros dont waste points in this. Also, where are the totem changes? Kyrai and Danfake 2 Quote Link to comment Share on other sites More sharing options...
Ogull 421 Posted December 13, 2021 Share Posted December 13, 2021 6 hours ago, Holmes said: Steel Hurricane Increased the magical damage of the skull: 75 \ 90 \ 115 \ 145 % of magical power, to 90 \ 115 \ 145 \ 190 % of magical power. only magical damage? cuz the skill deals damage based on the most prevailing damage type. @Nolan Quote Link to comment Share on other sites More sharing options...
Lwn 31 Posted December 13, 2021 Share Posted December 13, 2021 1 hour ago, vavavi said: Also why wouldn't barbs stone skin have any mana penalty? Its stronger than wardens forti for 0 cost Barbarian ston skill is countered by almost all class with the help of Reflection damage skill in weapons and it's not op than wardens stone skill which is permanent. Barbarian losses stone skill easily and enemies can hit free to kill him faster. nilozero and Kyrai 1 1 Quote Link to comment Share on other sites More sharing options...
Cumbeast 2 Posted December 13, 2021 Share Posted December 13, 2021 6 hours ago, Holmes said: increasing defensive potential and survivability, compensate for the weakening of key control skills. Increase defensive potential and survivability? More like buff useless skill nobody use and nerf the main purpose of warlock(aoe stun). To get benefit from this defensive buff you have to sacrifice even more control skills or dmg. Warlock already lacks dmg compared to other casters. 6 hours ago, Holmes said: 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 %. You have to wait until hex silence effect comes, meanwhile any class with a little bit of resist can easily kill you. And if hex is 1/4 like most locks have... Dmg reduction will last only 4s 6 hours ago, Holmes said: Increased the amount of restored health: from 2 \ 3 \ 4 \ 5 % every 2 seconds, to 4 \ 6 \ 8 \ 10 % every 2 seconds.. This is good, but if you use this you have to just watch your teammates die and you cant do anything. I suggest that getting out of stone wouldnt interrupt the healing so warlock could get back to battle sooner and actually have benefit fron this skill. Quote Link to comment Share on other sites More sharing options...
Strahd 9 Posted December 13, 2021 Share Posted December 13, 2021 Charmer Elf classes hit hard enough for Charmer minions to die in one hit. It was not necessary to reduce the amount of minions we could summon. Quote Link to comment Share on other sites More sharing options...
bruhmoment 1 Posted December 13, 2021 Share Posted December 13, 2021 9 minutes ago, Shinn said: What is the purpose on adding 40% more durability on shield while increase the cd time by 3 second on necromancer and priest? Its will only able to hold as much as 1 hit anyway, or maybe 2 hit on low amp and low penetration. Shield now just go straight to trash, and the 15% heal reduce is clearly making the healer class left out soon And they didnt even reduce lifesteal parameters in the game. People will be still doing 500-600 heal with one single auto attack while priest and necros have to do this heal with skill. Quote Link to comment Share on other sites More sharing options...
lallouss 854 Posted December 13, 2021 Share Posted December 13, 2021 (edited) 6 hours ago, Holmes said: Harad's Banner Banner now deals a fixed amount of damage at 25 \ 30 \ 35 \ 40 % from magic power every 2 seconds, and deals 50% more damage to targets that are under the effect of Sun Seal skill. no more split damage? your making like Knight's Curse yes? if so than please make it that when crossing an area, the banner stays and doesnt disappear same as Knight's Curse @Holmes @Nolan Edited December 13, 2021 by lallouss Quote Link to comment Share on other sites More sharing options...
Ahmedic 105 Posted December 13, 2021 Share Posted December 13, 2021 6 hours ago, Holmes said: Forest Song Chance of activation the effect is increased: from 40 \ 50 \ 60 \ 70 %, to 100 %. Is that real 100%? Avamanyar 1 Quote Link to comment Share on other sites More sharing options...
vavavi 240 Posted December 13, 2021 Share Posted December 13, 2021 6 hours ago, Holmes said: Forest Song Chance of activation the effect is increased: from 40 \ 50 \ 60 \ 70 %, to 100 %. This is beautiful. One click aoe stun, with a low cd, that can hit 5-6 ppl with 0 chance to fail. Out of everything in this post i hope this one stays the most, druids lacked decent control skills. Kyrai, Higgings, Mercurry and 2 others 1 2 1 1 Quote Link to comment Share on other sites More sharing options...
White17 5 Posted December 13, 2021 Share Posted December 13, 2021 (edited) Much rip for rogues Edited July 29, 2023 by White17 Kyrai and Mczohan08 1 1 Quote Link to comment Share on other sites More sharing options...
tokr 8 Posted December 13, 2021 Share Posted December 13, 2021 1 hour ago, Mercurry said: 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. My first thought was bye bye magic build. Quote Link to comment Share on other sites More sharing options...
Bruce Wayne 41 Posted December 13, 2021 Share Posted December 13, 2021 6 hours ago, Holmes said: Reduced the skill effect duration: from 3 \ 4 \ 5 \ 6 \ 7 seconds to 3 \ 3,5 \ 4 \ 4,5 \ 5 seconds. In my opinion there was no reason to reduce the timing of this honestly. Quote Link to comment Share on other sites More sharing options...
Ivoo 50 Posted December 13, 2021 Share Posted December 13, 2021 2021 most useless character award goes to rogue. 2022 is for chieftain Quote Link to comment Share on other sites More sharing options...
Bruce Wayne 41 Posted December 13, 2021 Share Posted December 13, 2021 1 minute ago, Ivoo said: 2021 most useless character award goes to rogue. 2022 is for chieftain Rogue too lol they made stun build un usable now dodge build too Kyrai 1 Quote Link to comment Share on other sites More sharing options...
Ivoo 50 Posted December 13, 2021 Share Posted December 13, 2021 Just now, Bruce Wayne said: Rogue too lol they made stun build un usable now dodge build too Rogue now atleast can deal dmg at pve nd outdmg rangers or bds (maybe) but not seekers or hunters Quote Link to comment Share on other sites More sharing options...
Khaled-Thor 0 Posted December 13, 2021 Share Posted December 13, 2021 Harad Banner was the only good damage skill for Paladin After this nerf, Paladin can't kill anyone in 1v1 fight Quote Link to comment Share on other sites More sharing options...
Bruce Wayne 41 Posted December 13, 2021 Share Posted December 13, 2021 3 minutes ago, Ivoo said: Rogue now atleast can deal dmg at pve nd outdmg rangers or bds (maybe) but not seekers or hunters I don’t think rogue can out damage any damage class pve Mczohan08 1 Quote Link to comment Share on other sites More sharing options...
Ganjafarma 8 Posted December 13, 2021 Share Posted December 13, 2021 9 minutes ago, Ivoo said: 2021 most useless character award goes to rogue. 2022 is for chieftain in what way was rogue useless in 2021? 2 stuns (one ranged) a heal and increased dmg. rogue went from being decent to one of the best dmg pvp classes. they needed this nerf. dodge has always been a broken stat in warspear Quote Link to comment Share on other sites More sharing options...
fenckzinho 1 Posted December 13, 2021 Share Posted December 13, 2021 (edited) dissatisfied with this buff on the death knight reserve skill the skill still has a high cooldown and only 20% damage reduction just for monsters why not for players too ? if this update for dk was to objectively make it more tank by bringing it to the reserve skill then this skill ? with a high cooldown and only 20% damage reduction from monsters and that doesn't even apply to enemy players this is absurd, #REWORK ON THE SHADOW SKILL SKILL Edited December 13, 2021 by fenckzinho Quote Link to comment Share on other sites More sharing options...
Vlawot 200 Posted December 13, 2021 Share Posted December 13, 2021 elfs no nerf again administrators 😂 Quote Link to comment Share on other sites More sharing options...
Bruce Wayne 41 Posted December 13, 2021 Share Posted December 13, 2021 18 minutes ago, Ganjafarma said: being decent Good joke Quote Link to comment Share on other sites More sharing options...
Arthas 388 Posted December 13, 2021 Share Posted December 13, 2021 (edited) The worst for me isn’t even nerfing my class But they changed visual effects for a lot of skills in the game and left this untouched. Why?????????? What on earth does this has to do with BERSERK? BERSERK is supposed to represent a state of rage , not a Bull. @Nolan @Holmes save me Edited December 13, 2021 by Arthas Avamanyar 1 Quote Link to comment Share on other sites More sharing options...
Jcbref 610 Posted December 13, 2021 Share Posted December 13, 2021 7 hours ago, Holmes said: Valor Aura Changed skill type from active to active permanent skill: energy regeneration reduction of 7 \ 7 \ 10 \ 12 units. Cooldown time is reduced: from 70 sec, to 20 sec. The limit on the range of the skill effect was removed. 7 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. @Nolanwill these skills be similar in terms of neither having range limit Quote Link to comment Share on other sites More sharing options...
Nolan 1345 Posted December 13, 2021 Share Posted December 13, 2021 1 hour ago, Angelxgod said: Release will be thursday ? We need try it fast to see what we need rework on the rework ! The second part is most likely to be at the end of this week. 1 hour ago, Keltas said: oh wait you nerfed chief coz community asked? or coz elves asked? It was changed because it was needed. They just mentioned that the community also realised that. 1 hour ago, Sudo said: Did we receive book of oblivion when its updated? You will find out more on the announcement. 1 hour ago, Ogull said: only magical damage? Yes, only magical damage. 56 minutes ago, lallouss said: no more split damage? your making like Knight's Curse yes? That's right! Quote Link to comment Share on other sites More sharing options...
Pecleb 62 Posted December 13, 2021 Share Posted December 13, 2021 5 hours ago, Holmes said: 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. I highly doubt it compensates... 18% buff on the weapon magic is like 10% overall as a significant part of the power comes from the crystal, lvl, belt and accessories. To be precise on a lvl 30 pala +10 2h weapon with great charm, snow belt, non-% lvl 30 accessories and no %buff from guild the magic power is 711, 405 of it coming from the hammer. A 18% buff would be +73 magic power, so a bit more than 10% increase, but would be less for annyone who isn't +10. 10% magic power should compensate the 15% loss on heal and 10% on call, but the most important dmg dealing skill for pve pala is illumination, and a 40% loss here is huge. And of course every pala using a shield just straight up loses dmg and healing without magic power compensation... great. (and btw i never understood why the magic ratio 1h/2h weapon wasn't 75% like for the physical dmg ratio) The inner forces buff i guess are gonna compensate the tankiness loss from the prayer's healing nerf and the shield nerf, but this time support palas are losing out. And i guess the stun increase compensates the prayer/shield changes for pvp. So overall what i see is : tank palas will do significantly less dmg bcs of all the magic ratio nerfs. support palas will lose the dmg reduction from fetters, a bit of healing from prayer, a bit of shield power (they don't rly benefit from the inner forces changes), and dmg from illumination. pvp palas i'll leave to pvp players im not much into those things for the moment. Quote Link to comment Share on other sites More sharing options...
Lazylion 70 Posted December 13, 2021 Share Posted December 13, 2021 @Nolan@Holmes 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. Explain this more please. What if i was a bd, 100 mana regen and i had heavy mermen skill and PoB maxed 4/4. How would the changes affect the mana regen??? Becuse in my mind im thinking 100 mana reg - 20 mana reg from heavy mermen - 15 mana reg from PoB =100-35=65 Mana reg left after the reduction, 32,5 in combat. Tell me if im right or wrong xd Quote Link to comment Share on other sites More sharing options...
Vlawot 200 Posted December 13, 2021 Share Posted December 13, 2021 7 hours ago, Holmes said: Stone Skin Now blocked damage instantly accumulates one effect of the skill no more often than once every 2 seconds. Bad 2 sec Barbarian where belt with block arena? BD skill no nerf defence? no nerf parry? Quote Link to comment Share on other sites More sharing options...
Psyborg 48 Posted December 13, 2021 Share Posted December 13, 2021 5 minutes ago, Lazylion said: @Nolan@Holmes 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. Explain this more please. What if i was a bd, 100 mana regen and i had heavy mermen skill and PoB maxed 4/4. How would the changes affect the mana regen??? Becuse in my mind im thinking 100 mana reg - 20 mana reg from heavy mermen - 15 mana reg from PoB =100-35=65 Mana reg left after the reduction, 32,5 in combat. Tell me if im right or wrong xd Yes that's right. I wonder what will be our resultant mana regen when we go naked. Would it go to negative? 7 hours ago, Holmes said: Fortification Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 10 \ 12 \ 15 \ 27 units. Added a visual effect for the skill. Isn't anyone going to talk about this? 27 units?! Kyrai, God Emerald and Gladiator 3 Quote Link to comment Share on other sites More sharing options...
Pecleb 62 Posted December 13, 2021 Share Posted December 13, 2021 6 hours ago, Holmes said: The skill no longer slows the character during the action ok we lose accuracy, but ty so so much for this Quote Link to comment Share on other sites More sharing options...
Fabr 116 Posted December 13, 2021 Share Posted December 13, 2021 Good changes 👍 Mjtov and Avamanyar 2 Quote Link to comment Share on other sites More sharing options...
Kyrai 290 Posted December 13, 2021 Share Posted December 13, 2021 Well in my opinion I don't see much balance to the Legion. They nerfied Sentinels that were causing trouble with fights as Paladin and Templar, okay. But they nerfed the Barbarian and the rogue The Charmers ... meh they balanced it a bit, but it remains the same, the limit of pets is fine, but it does not change anything, they only now force the charmer to remove the relic of continuous effect to the relic to do critical while it is in bonus of Rage, PvP charmers can put those 3 summons dogs without problems and have the same parameters to reduce damage and resilience, in short it was not a "big nerf" just a small balance. But if you nerfed them in PvE, it was great to put 5 summons dogs to clear the surrounding mobs faster. On the other hand, the barbarian that they put to reduce the damage makes it even weaker for PvE, it is better to use the DK at last! combat strategy I do not understand why the changes. Quote Link to comment Share on other sites More sharing options...
Nolan 1345 Posted December 13, 2021 Share Posted December 13, 2021 25 minutes ago, Lazylion said: @Nolan@Holmes 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. Explain this more please. What if i was a bd, 100 mana regen and i had heavy mermen skill and PoB maxed 4/4. How would the changes affect the mana regen??? Becuse in my mind im thinking 100 mana reg - 20 mana reg from heavy mermen - 15 mana reg from PoB =100-35=65 Mana reg left after the reduction, 32,5 in combat. Tell me if im right or wrong xd 7 hours ago, Holmes said: 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. Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted December 13, 2021 Share Posted December 13, 2021 7 hours ago, Holmes said: Thirst for Life Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 20 units. Irreversible Anger Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 20 units. Crushing Will Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 20 units . So merman will reduce energy regen by 20 so most ppl have around 100 mana regen normaly rn with merman equip and now this this will make characthers gain 30 mana and with other active skill like that there is no point to use merman items xd . Is this some kind of joke So warden for example will lose 47 regen with merman and fortification Quote Link to comment Share on other sites More sharing options...
Zurp 462 Posted December 13, 2021 Share Posted December 13, 2021 Seekers changes seem appropriate regarding dmg in pve, though they also nerf the only good thing seeker had going in pvp. Shield hp buff and inner rage buff might make it bit more better in pvp but its still lacking gap closers when fighting ranged classes. Could attractions cd be lowered or mechanics even completely be changed to a jump rather than pull? Or change it so it can't be resisted. @Nolan Quote Link to comment Share on other sites More sharing options...
Pecleb 62 Posted December 13, 2021 Share Posted December 13, 2021 6 hours ago, Holmes said: Light Aura Changed skill type from active to active permanent skill: energy regeneration reduction of 7 \ 7 \ 8 \ 10 \ 12 units. so if we put relics like vamp relic and lack of deftness we straight up lose any benefit from it except when we switch the skill on ??? then unless we switch it off and on again relics never activate. Just like for other classes that have permanent basic skills there should be adapted relics/castle relics... And like the relic of continuous effect will be turned into energy efficiency some kind of similar compensation is needed :/ Quote Link to comment Share on other sites More sharing options...
Higgings 1824 Posted December 13, 2021 Share Posted December 13, 2021 1 hour ago, Khaled-Thor said: Harad Banner was the only good damage skill for Paladin After this nerf, Paladin can't kill anyone in 1v1 fight Nor can it die in 1vs1. Shield can be casted upon itself. Mczohan08 1 Quote Link to comment Share on other sites More sharing options...
Venk 64 Posted December 13, 2021 Share Posted December 13, 2021 8 hours ago, Holmes said: 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. So far from what i understood is that the skill will give 40% hp at 4/4 and at all the levels the duration of the skill will be 20 sec. but then what does this mean the bonus max health will be reduced by 10% every 2 seconds? can anyone explain this to me ? Quote Link to comment Share on other sites More sharing options...
Pecleb 62 Posted December 13, 2021 Share Posted December 13, 2021 Just now, Venkery said: So far from what i understood is that the skill will give 40% hp at 4/4 and at all the levels the duration of the skill will be 20 sec. but then what does this mean the bonus max health will be reduced by 10% every 2 seconds? can anyone explain this to me ? just like pala prayer i think after 2sec the bonus will be 36% max hp, then after 4sec 32% max hp etc Quote Link to comment Share on other sites More sharing options...
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