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[2022.12.13] Update Warspear Online 11.2. Preview. Part I


LeeLoo

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On 12/12/2022 at 1:29 PM, LeeLoo said:

 Mage did not need massive changes, but we could not leave him without “polishing”. Skills that dealt damage that lagged behind the average have been buffed, while skills that were overly prominent have been nerfed. These adjustments are intended to make the class more stable and understandable.

I think it lacked healing, 

Tbh it lacks on stun, those skills which are nerfed are the ones on which this class survives, giving a 100% stun and taking away the resist benefit doesnt actually works the way u show it, I would strongly recommend you u look into these changes again before u imply them, this class lacks heal and stuns, u took away the stuns from aura fire, atleast give that back for it to survive.

mages were better off without u thinking to rework on them,

RIP …….

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6 minutes ago, Just a player said:

Totally agree, shaman got nerf last rebalance now got even more nerf,  better delete class guys so no need to worry about this

Shamans are buffed lmao…. Pffff go read the update again, 

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3 minutes ago, Necromaa said:

Shamans are buffed lmao…. Pffff go read the update again, 

Lol where? Heal decreased lighting shield decreased, they buff a little dmg skills Ik, weakness totem nerf 

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28 minutes ago, anouncelee said:

image.thumb.png.e3eedc3cd37c22f67e2add8cd5c9e898.png

Please tell me whether I learn this skill to become stronger or weaker. Is this a debuf?:pirate:

They should honestly just remove that punishment. They did it for rouge. Why not for barb too? A tank class shouldn't have increased incoming damage.

Edited by Duck
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2 hours ago, vegeta said:

When can we expect it to be fixed ?

As you can see, this is the first part of the announcement, there aren't any bug corrections. 

 

You can expect good news about this issue in the upcoming announcements of this update.

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Where is the rework of the useless « Absolute reflexes » skill of the rogue? Since you made huge dodge boost from basic skills from last update, it is useless to put points on it since every dodge character has 55% +- of dodge from that basic skill.

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RIP BARB 🤣🤣🤣🤣🤣 I have no idea what to play now. Thank you Developer!  You not only manage to nerf Roar but also decided to nerf Stone skin and make Hp reduce+ increase dmg recieved dmg a Permanent Skill, what a joke. Seriously well done 👏Developer, keep buffing your BDs.

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11 minutes ago, Nolan said:

As you can see, this is the first part of the announcement, there aren't any bug corrections. 

 

You can expect good news about this issue in the upcoming announcements of this update.

Ty 

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On 12/12/2022 at 1:59 PM, LeeLoo said:

обрат поток.png Reverse Flow

 

  • Adjusted the dome activation period: from 1 sec., to 1.3 sec. at all skill levels.
  • Dome duration changed from 3 \ 4 \ 4 \ 5 \ 6 sec. to 2.6 \ 3.9 \ 3.9 \ 5.2 \ 6.5 sec.
  • Decreased PvP-target limit: from 3 \ 4 \ 4 \ 5 \ 6, to 3 \ 3 \ 4 \ 5 \ 6.
  • Now the small class talent "Reverse Flow" increases the duration of the zone from the skill by 1.3 sec.
  • Increased the chance of using the dome on bosses and mini-bosses: from 15% to 30% at all levels of development.

 

Wow another day of good abuses. Bring in 10 templars, duck the whole opposite masses. We all agree that the cd of the skill must be increased, it's absurd to see like unlimited uses of the skill which has a chance of give 100% stun to 6 players. This is a huge disadvantage. And I am not even talking about how it well it performs with other classes, such as seekers, rangers. Get stun and stun and stun and stun meanwhile the other target uses few burst skills and kill you.

 

 

вождь.png Chieftain

 

взгляд орла.png Eagle's Eye

  • The final magical damage of the skill has changed: instant damage has not changed, damage per minute has slightly decreased.
  • The final physical damage of the skill has changed: instant damage has not changed, damage per minute has slightly decreased.

     I didn't understand this at all? magic gives instant or dot dmg and bleeding gives dot or instant dmg?

 

 

помощь кланов.png Clans' Help

  • Adjusted the increase to the "Penetration" parameter from 3 \ 4 \ 4.5 \ 5.5% to 3 \ 4 \ 5 \ 6%. 

 Penetration should go to bestial wraith

 

 

прочная шкура.png Rugged Hide

  • Effect duration adjusted from 6 \ 8 \ 9 \ 10 sec. to 6 \ 8 \ 10 \ 13 sec.
  • Adjusted the size of the reduction in incoming damage: from 12 \ 22 \ 32 \ 42%, to 15 \ 20 \ 30 \ 40%.
  • Adjusted the amount of additional damage reduction from missing health from 1% for every 2.5% of missing health to 1% for every 3.5%.

   Well then increase the skill effect talent from 2% to 4%???? i mean what's the point of introducing that talent?

 

Sadly, not the adjustments I was looking for, every character got double buffs in their speed skill according to their weapon type. but you guys just don't care enough to add a little adjustment to bestial wraith.

 

Please give a look once to it I know this will make sense to you guys

 

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If we take a look at elf side dps buffs:
Ranger has crit damage,
Bd has power and autoattack damage
Seeker has autoattack damage


Now lets take a look at mc side:
rogue has crit damage
ranger has flat % damage increase

 

It is 3 classes vs 2 classes being able to be built like a dps (damage per second, autoattacks)
Chieftain definitely deserves a secondary buff on bestial wrath only for the sake to make it a fair contestant in bosses.
Because currently a chief is being outdamaged by any other damage class. Keep in mind if a chief is built like an autoattack damager, they lose the ability to use area damage effectively, losing the unique traits of chief. So basically chief is only meant to be effective against mobs currently, not compete for bosses. It is 3 classes in elf vs 2 classes in mc.
A chief cannot play a balance of magic and physical in between, it results in very low damage potential. So they choose to build just one way: full physical or full magical. Currently it is lacking physical damage per second potential compared to other classes, and full magical is not worth the investment damage wise. With eagle eye nerf, curse of plague should have been definitely REWORKED, not adjusted. This skill is not usable, and the key class talent does not solve it. Combat is too fast paced for a slow teleport and moving damage source to work effectively.
The key part i would suggest is to add physical power buff to chieftain bestial wrath or to cat reflexes. But more so autoattack damage on bestial wrath would be more than fair. None of our mountain clan classes can obtain this stat by skills, compared to elf's bd and seekers.

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dk should be more strong other wise no one play ing this char。go add parry or block increasing skill or make some attack speed if decreasing magic power

 

  • dk should be more strong otherwise no one playing。
  • add parry or block increasing skill 

add some att speed if decreasing the magic skill power cause need make phy build

 

Edited by Higgings
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8A0F2372-D05C-4943-A9A2-D994A72A29E5.thumb.jpeg.5fc815970239a983828876927d9ab177.jpeg

ok so this can be applied to anyone 

6E5F9B02-8CA2-44A7-AEC9-BE4163A4A23F.thumb.jpeg.f1d061415e01efe9e98a9e9671f4aaa5.jpeg

then why is this restricted to party members only all of a sudden?
Wouldnt i make more sense to either restrict both or neither cos this doesnt seem right to me.

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On 12/12/2022 at 3:59 AM, LeeLoo said:

потустор рывок.png Otherworldly Boost

  • The amount of damage from the skill has been adjusted: it was 20 \ 25 \ 30 \ 35 \ 40% of the character's physical strength, now it is 25 \ 30 \ 35 \ 40 \ 45% of the character's physical strength.
  • Adjusted the maximum number of PvP-targets: from 2 \ 3 \ 4 \ 5 \ 6, to 3 \ 3 \ 4 \ 5 \ 6. 
  • Added limit for the maximum number of PvE-targets for skill damage: 6 \ 8 \ 10 \ 12 \ 14.

Is this a joke? This is the worst mobility skill that has ever been created besides the fact that the reaper has other skills in which to invest the points for obligation before this one and yet you consider it is ok?

 

How many complaints about the reaper you must receive before you understand that the reaper is the worst class in the whole game if this is a joke is a very unpleasant, this balance did not change anything, the reaper will remain useless, thanks.

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Please better remove all 20 characters, it will be balance, make it only one character. It uses only damages nor physically nor magically. Same powers, same skills, same gears, same weapons, no physical defence no magic defence only main defence. This will be the best character of  the game.

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On 12/12/2022 at 10:59 AM, LeeLoo said:

глаз дракона.png Dragon Eye

  • Reduced the cooldown of the skill from 30 sec. to 25 sec.
  • The skill can now only be used on yourself or party members.

 

On 12/12/2022 at 10:59 AM, LeeLoo said:

помощь богов.png Gods' Help

  • The skill can now only be cast on self or party members

So mc side can cast their buff skill on anyone and elf side limited with party members?

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20 minutes ago, cjdnjack said:

 

dk should be more strong other wise no one play ing this char。go add parry or block increasing skill or make some attack speed if decreasing magic power

 

  • dk should be more strong otherwise no one playing。
  • add parry or block increasing skill 

add some att speed if decreasing the magic skill power cause need make phy build

 

add one skill like barb 

when wear one hand weapon and shiled increase block and parry

when wear two hand weapon increasing att speed and piercing

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1E485A29-21D4-449A-AEFB-9A8A8C76B944.thumb.jpeg.be18d5a64cf569b51e7e473be7360fcf.jpeg

so now mages dont have ability to remove dot anymore D1FB275D-8D05-4123-B486-8274541C3BB6.jpeg.4668fab51489c4e65b9f242ff80ca479.jpeg

but barbarian atleast to my knowledge can remove dots with resist skill even tho they have practically same skill with mage

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Yea  idk how is dk supposed to do dmg with 3 sec delay on nerfed dmg skill. And now it does 5 hits be4 it was 6 and at release was 7 . Idk whats going on anymore . Maybe if exhalation would do dmg while its active and be able to stun only at start 

Also phy dk is dead

 

And in pvp we still dont have control where is curse going to be placed . 

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27 minutes ago, Jack said:

Please better remove all 20 characters, it will be balance, make it only one character. It uses only damages nor physically nor magically. Same powers, same skills, same gears, same weapons, no physical defence no magic defence only main defence. This will be the best character of  the game.

The most balanced player in warspear.

1091071262_Screenshot_20221213-082024_WarspearOnline.jpg.6deded21ae304b8b497af55f28b03ae2.jpg

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the only good skill for 2h warden and nerfed so you go back to only spam aggro skills ty hope the guy who did this gets fired :hwc1atang:

didn't even increase duration like 99% of wds asked 

кража силы.png Stealing Power

  • Now the skill additionally increases the character's "Attack Speed" parameter by 8 \ 10 \ 12 \ 15% for the duration of the effect.
  • The bonus of the “Attack Strength” parameter has been adjusted: it was 15 \ 25 \ 35 \ 60%, now it is 10 \ 15 \ 25 \ 40%.
  • The class key talent “Thrill of the Hunt” now increases “Accuracy” parameter after each successful basic attack by 12% for 5 sec. instead of the "Attack Speed" parameter.

and how is this better ????????? just delete this skill already 

наказание.png Punishment

  • Now the skill reduces the "Accuracy" parameter of all enemies within 1 yard of the character. The size of the parameter reduction has been adjusted: it was 15 \ 25 \ 35 \ 45 \ 55%, now it is 5 \ 10 \ 15 \ 20 \ 25%.
  • Added limit for maximum number of PvP-targets: 3 \ 3 \ 4 \ 5 \ 6.
  • “Great Relic of Multiple Spells” and “Small Relic of Multiple Spells” were added to the list of available relics.

actually losing hope in devs cant fix anything :an1gry:!!!!

Edited by Eshin
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3 hours ago, GTX said:

Any Comments/Reactions?

Finally :drinks:

 

1 hour ago, Nolan said:

As you can see, this is the first part of the announcement, there aren't any bug corrections. 

 

You can expect good news about this issue in the upcoming announcements of this update.

Thanks fore Hopes :peace:

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613DD7CA-80B8-434F-A9A4-1459111A7DFB.thumb.jpeg.20a02aba767577f078e50104df5c9861.jpeg

 

Does this mean the relic people used possibly millions of gold on will be replaced with relics we dont want? Or will the relics we used on agro be put in our bags and the slots in replacing skill be empty.

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6 minutes ago, legolad said:

 

Does this mean the relic people used possibly millions of gold on will be replaced with relics we dont want? Or will the relics we used on agro be put in our bags and the slots in replacing skill be empty.

Reduced to atoms. :angel:

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On 12/12/2022 at 1:29 PM, LeeLoo said:

 Exhausting Burden

  • Adjusted enemy attack damage reduction from 20 \ 30 \ 40 \ 50% to 50 \ 60 \ 70 \ 80%.
  • Now, when the skill is triggered, the enemy will be thrown 2 yards away from the character.

This skill is needs some rework. Inability to use skills while the enemy is in under the burden debuff would be nice. Otherwise, i dont think it has use cases.

 

On the otherhand, priest's shield still sucks while bds n palas are having better ones.

 

Elusive and word power changes look interesting overall, no complains as long as they work effectively although still a nerf in my eyes.

Edited by Karan Raina
Missclicks
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Charmer call skill is too overpowered, now the dogs get 90% dmg also more stat. Even at 70% damage they are already unbeatable in low lvl arena. This is so fking messed up

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On 12/12/2022 at 8:59 AM, LeeLoo said:

темный щит.png Dark Shield

  • Skill cooldown reduced from 30 sec. to 25 sec.
  • Now the skill with a 30 \ 45 \ 50 \ 60 \ 75% chance reduces the damage taken by the character by 2.5 \ 3 \ 3.5 \ 4 \ 4.5% of the character’s physical defense against monster attacks and by 1.5 \ 2 \ 2.5 \ 3 \ 3.5% of the character's physical defense against player attacks.
  • Adjusted the duration of the effect: from 30 \ 40 \ 50 \ 60 \ 70 sec. to 22 \ 24 \ 26 \ 28 \ 30 sec

 

This is indeed very intriguing and undeniably a buff to the char, if I understood the mechanism correctly. Overall it finally became pretty decent even in endgame content. 

 

On 12/12/2022 at 8:59 AM, LeeLoo said:

зов смерти.png Death Call

  • Now the damage from the skill does not depend on the base damage: it was 60 \ 80 \ 100 \ 120 pts.
  • Now the damage from the skill does not depend on the level of the character: it was  2 \ 3 \ 4 \ 5 pts. per level.
  • Adjusted the amount of damage from the skill: from 110 \ 115 \ 120 \ 125% of the character's magical strength for 6 sec., to 20 \ 25 \ 30 \ 35% of the character's magical strength every 1,5 sec. for 6 sec. 
  • Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
  • Adjusted the maximum number of PvP-targets: from 2 \ 3 \ 4 \ 5 to 3 \ 4 \ 5 \ 6.
  • The final magical damage of the skill has slightly decreased

 

I can see why they did so, as DK really benefits from being seized by mobs. Understandable change. 

 

On 12/12/2022 at 8:59 AM, LeeLoo said:

ураган Стали.png Steel Hurricane

  • Now the physical damage from the skill does not depend on the base damage: it was 20 \ 40 \ 50 \ 60 pts.
  • Now the physical damage from the skill does not depend on the level of the character: it was 2 pts. per level.
  • The amount of physical damage from the skill has been adjusted: it was 60 \ 75 \ 90 \ 109% of the character's physical strength, now it is 105 \ 110 \ 120 \ 135% of the character's physical strength.
  • Now the magical damage from the skill does not depend on the base damage: it was 20 \ 40 \ 50 \ 60 pts.
  • Now the magical damage from the skill does not depend on the level of the character: it was 2 pts. per level.
  • The amount of magical damage from the skill has been adjusted: it was 90 \ 115 \ 145 \ 190% of the character's magical strength, now it is 130 \ 140 \ 155 \ 175% of the character's magical strength.
  • Added limit for the maximum number of PvE-targets: 8 \ 10 \ 12 \ 14.
  • The final physical damage of the skill has slightly increased.
  • The final magical damage of the skill has slightly decreased

 

It has slightly decreased if you plan to use it maxed. Otherwise, since it got +40% at level 1, it's practically a buff. 

 

On 12/12/2022 at 8:59 AM, LeeLoo said:

• Now the skill additionally restores the character's health by 10 \ 12 \ 16 \ 20% of the character's maximum health if the character is under the effect of the “Saturation” skill (previously - depending on the damage dealt).

 

Good lord... that's a huge buff in PvP for Physical Users. 

 

On 12/12/2022 at 8:59 AM, LeeLoo said:

Attack under the effect will additionally apply the "Mute" debuff for 4 \ 5 \ 6 \ 7 sec. on the target and all enemies within 1 yard

 

;-; 

 

On 12/12/2022 at 8:59 AM, LeeLoo said:

Now the skill can be used not only on the character, but also on an ally.

 

Omg we are finally useful (/'-')/

 

On 12/12/2022 at 8:59 AM, LeeLoo said:

проклятие рыцаря.png Knight's Curse 

  • Now, if the effect of "Kiss of Death" was removed from the target, it will cause the cursed zone to instantly appear.
  • Adjusted the amount of magical damage from the skill: from 110 \ 130 \ 155 \ 180%  of the character's magical strength every 2 sec. for 8 \ 10 \ 12 \ 14 sec., to 110 \ 125 \ 145 \ 170% of the character's magical strength every 3 sec. for 15 sec. 
  • Added limit for the maximum number of PvE-targets: 8 \ 10 \ 12 \ 14.
  • The final magical damage of the skill has changed: instant damage slightly decreased, damage per minute significantly decreased

 

That's overall a nerf... once again.

 

In conclusion we got very interesting buffs on the PvP side yet a nerf on PvE. I don't understand the reason behind this frankly, as we would not reach the strenght of a Chieftain or another class which focuses on magic dmg. 

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WTF why did the dk have nerf in the aura? I demand that you see his change to the dk again, I have been playing the dk for years and they have always made him unnecessary nerfs, apart from the fact that the dk has no chance against distance, they don't put something more useful, I wish they could put that benefit of silence that if they touch it it would give silence at once, perhaps due to the increase in silence they lowered the aura, but it is still unnecessary and review the change that you are making to the dark shield of the dk, do not make them ruin the only thing that works

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I ask the entire team of warspears to stop paying attention to those who only want disadvantages to one side or the other, since this happens, they have more buff on one side than the other, so no war will be fair. As always Warspears buffing elf side and nerfing mc side, Warspears needs more complete opinions than a bunch of guys talking about wanting to neef a side to benefit for a whole year or until they release a new balance these balances should monthly

Edited by Eduro
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On 12/12/2022 at 4:59 AM, LeeLoo said:

Paladin shows great dynamics in both builds: both magical and physical, so we’ve made improvements in both directions. The Paladin in the build with an emphasis on magical power received a significant increase in damage, while the “physical” Paladin got the opportunity to better realize their defensive potential, and both builds will now be able to initiate the fight even more efficiently. These adjustments should solidify the Paladin's position and make it an even more understandable and productive class. 

Why don't you leave the chieftain like that? Increase the class's magic damage, hybrid sucks, leave him with predominant dmg as Beastmaster. Why do you still ask the community if you never read what we wrote about the classes?

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12 hours ago, legolad said:

613DD7CA-80B8-434F-A9A4-1459111A7DFB.thumb.jpeg.20a02aba767577f078e50104df5c9861.jpeg

 

Does this mean the relic people used possibly millions of gold on will be replaced with relics we dont want? Or will the relics we used on agro be put in our bags and the slots in replacing skill be empty.
On 12/12/2022 at 4:59 PM, LeeLoo said:

"Relic of the United Subordination" -> "Relic of the United Pressure"

rip my gold :scare1crow:

Edited by Laevateinn
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You developers really hate necromancer WTF! You gave it a little damage boost on Deathly eye and Nerfed practically everything else from the weakest pvp class in the game! Holy shit! Will definitely quit the game now.

 

Poison Spittle (No practical changes)

  • Now the damage from the skill does not depend on the level of the character: it was 2 pts. per level.
  • The amount of damage from the skill has been adjusted: it was 35 \ 55 \ 78 \ 95 \ 115 pts. and 101 \ 102 \ 104 \ 106 \ 108% of the character's magical strength, now it is 30 \ 55 \ 80 \ 105 \ 130 pts. and 110 \ 115 \ 120 \ 125 \ 130% of the character's magical strength.
  • Now the DOT-damage from the skill does not depend on the level of the character: it was 2 pts. per level.
  • Now the DOT-damage from the skill does not depend on the base damage: it was 20 \ 35 \ 50 \ 65 \ 80 pts.
  • Adjusted the amount of magical DOT-damage from the skill: from 102 \ 104 \ 106 \ 108 \ 110% of the character's magical strength for 6 sec., to 25 \ 30 \ 35 \ 40% of the character's magical strength every 2 sec. for 6 sec. 
  • The number of effects from the “Deathly Eye” skill required to deal magical DOT-damage to the enemy has been adjusted: from 2 to 1.
  • The final magical DOT-damage of the skill has slightly increased.
  • The final magical damage of the skill has slightly increased.

смерт взгляд.png Deathly Eye (Damage buff, which is not what necromancer need)

  • Skill cooldown increased from 7 sec. to 10 sec.
  • Adjusted the size of the decrease in the maximum amount of enemy health: it was 3 \ 4 \ 5 \ 6 \ 7%, it is now 4 \ 5 \ 6 \ 8 \ 10%.
  • Now the skill additionally reduces the physical defense of the enemy. Adjusted the size of the reduction in enemy defense: from 6 \ 8 \ 10 \ 12 \ 14% of magical protection, it became 12 \ 13 \ 15 \ 17 \ 20% of physical and magical protection.
  • The maximum number of effects from the skill on the enemy has been changed: from 2 to 1.
  • Adjusted the reduction of enemy’s health from the lesser class talent “Deathly Eye+”: from 0.3 \ 0.6 \ 1% to 0.65 \ 1.3 \ 2%.

кошмар сны.png Nightmares (Nerf)

  • Adjusted the duration of the effect: from 4 \ 4,9 \ 5,8 \ 6,7 \ 7,6 sec. to 4 \ 4,5 \ 5,5 \ 6,5 \ 7,5 sec.

древн печать.png Ancient Seal (Slight buff but doesn't matter since overall game damage increase)

  • Now the healing from the skill does not depend on the level of the character: it was 2 \ 2,5 \ 3 \ 3,5 \ 4 pts. per level.
  • The amount of healing from the magical power of character has been adjusted: it was 70 \ 100 \ 120 \ 140 \ 170 pts. and 100 \ 112 \ 116 \ 124 \ 135%, now it is 30 \ 55 \ 80 \ 105 \ 130 pts. and 115 \ 120 \ 130 \ 140 \ 155%.
  • The final healing of the skill has practically unchanged.

роков связь.png Fateful Connection (Nerf)

  • Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
  • Adjusted the maximum number of PvP-targets: from 4 \ 5 \ 6 \ 7, to 3 \ 4 \ 5 \ 6.

ядов щит.png Poisonous Shield (Big nerf. Acid rain + poison shield heal combo removed. Simpler to use but weaker alternative introduced instead)

  • The skill can now only be used on yourself or party members.
  • Now the DOT-damage from the skill does not depend on the level of the character: it was 2 pts. per level.
  • Now the DOT-damage from the skill does not depend on the base damage: it was 20 \ 35 \ 50 \ 65 pts.
  • Adjusted the amount of magical DOT-damage from the skill: from 90 \ 125 \ 160 \ 200% of the character's magical strength every 1 sec. for 6 \ 8 \ 10 \ 12 sec., to 20 \ 25 \ 30 \ 35% of the character's magical strength every 2 sec. for 12 sec. 
  • Now the target of the skill will additionally recover 90 \ 100 \ 110 \ 125% of health from the damage dealt if it is under the effect of the "Dark Power" skill (previously - under the effect of the "Acid Rain" skill).
  • Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
  • The final magical DOT-damage of the skill has changed: instant damage significantly increased, damage per minute practically unchanged.

заражение.png Infection (No practical changes)

  • Now the damage from the skill does not depend on the level of the character: it was 2 \ 4 \ 6 \ 8 pts. per level.
  • Now the damage from the skill does not depend on the base damage: it was 52 \ 78 \ 104 \ 130 pts.
  • Adjusted the amount of damage from the skill: from 75 \ 100 \ 125 \ 150% of the character's magical strength, to 135 \ 145 \ 160 \ 180% of the character's magical strength. 
  • Adjusted the increase in incoming damage: from 10 \ 12 \ 15 \ 18%, to 12 \ 14 \ 16 \ 20%.
  • Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
  • The chance of using the skill on targets affected by the “Fateful Connection” skill has been adjusted: it was 40 \ 50 \ 60 \ 75%, now it is 25 \ 35 \ 45 \ 60%.
  • The final magical damage of the skill has practically unchanged.

паника!.png Panic (Buff on level 1)

  • Corrected the range of the skill from 1 \ 2 \ 2 \ 2 yards to 2 yards.
  • DOT-damage can no longer interrupt the effect.

кисло ливень.png Acid Rain (Nerf)

  • Now the skill does not cause damage to destructible objects (standards, throne, gates, pylons, etc.)
  • Now the DOT-damage from the skill does not depend on the level of the character: it was 3 \ 4 \ 5 \ 6 pts. per level.
  • Now the DOT-damage from the skill does not depend on the base damage: it was 60 \ 80 \ 100 \ 120 pts.
  • The amount of magical DOT-damage from the skill has been adjusted: from 110 \ 120 \ 130 \ 150% of the character's magical strength for 5 sec., now it is 20 \ 25 \ 30 \ 35% of the character's magical strength every 0.8 sec. for 4.8 sec.
  • Adjusted the amount of magical DOT-damage dealt to enemies at the end of the rain: from 110 \ 120 \ 130 \ 150% of the character's magical strength for 3.2 sec., now it is 20 \ 25 \ 30 \ 35% of the character' magical strength every 0.8 sec. for 3.2 sec.
  • Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
  • The final magical DOT-damage of the skill has slightly decreased.
  • The final magical damage of the skill has slightly increased.

мертвый солдат.png Dead Soldier (Not sure, but looks like no practical changes)

  • Now summoned monsters inherit 100% of the “Accuracy” parameter from the character. The normal skeleton summoned by the skill inherits from the character 25% of the parameters “Critical Strike”, “Dodge”, “Penetration”, “Ferocity”, “Attack Strength”, “Wrath of the Deep”, “Piercing Attack”, “Resilience”, “Resistance” , “Solidity”. The skeleton warrior summoned by the skill inherits from the character 50% of the parameters “Critical Strike”, “Dodge”, “Penetration”, “Ferocity”, “Attack Strength”, “Wrath of the Deep”, “Piercing Attack”, “Resilience”, “Resistance” , “Solidity”.
Edited by nabnecro
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Can some1 tell me who actually asked for nerf in dk dmg skills. If enemy leave curse we are left with bad autoattacks and we hope that sharp shadow will hit the target

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4 minutes ago, Eofortun said:

Mage, Ranger, Pala, SK, Beastmaster all those class unbalanced, and what do the devs do? NOTHING. Be proud of yourselves while one side the game simply die. :headslap:

I agree but Beastmaster is useless without the cat. 

 

Mage and Ranger needs a nerf to their skills damage. 

1 minute ago, Santa Claus said:

Can some1 tell me who actually asked for nerf in dk dmg skills. If enemy leave curse we are left with bad autoattacks and we hope that sharp shadow will hit the target

I agree as a dk player. We need MORE damage not less

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all of this is great and all but hopefully it will be reflected ingame with updated skill description to all skills :pensative: instead of the current vague description

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