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


LeeLoo

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15 minutes ago, Jcbreff said:

Its hp recovered based on dmg dealt by the shield itself

If that's the case, it really would be a weak upgrade. The damage of the poison shield itself at 4/4 is so low it wouldn't heal anything significant + enemy has to be right next to the shield to even damage them? I hope that's not it. Very ambiguous description.

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do not count on any changes, the decision was made a long time ago, feedback from players does not matter, what matters here is not what the players can get but what the developer can get out of the players, therefore, when it comes to warspear, there is no development, schemes, events are embedded in the daily routine that has not changed for several years

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Aigrind, can you rework on lighting shield for shamans, you’r litteraly killing the shaman.

 

a shaman can’t get good accuracy stats with pvp gear or they will lose a lot of cooldown, pene , and crit, now it hit slowly and imagine can dodge/ block!

 

please rework on it, atleast change that « can dodge or block »

shaman doesn’t have stun skills so why lightshield can’t stun now?

Edited by NissanEU Ws
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On 12/12/2022 at 8:59 AM, LeeLoo said:

лезвие вихря.png New skill “Vortex Blade” (instead of skill “Aggression”)

 

Type: Active

Energy expense: 8 10 12 14 16 units.

Cooldown: 14 sec.

An attack that deals the physical damage 105 \ 110 \ 115 \ 125 \ 135% of the character's physical strength to all enemies within 1 yard of the character. The skill deals 15 \ 20 \ 25 \ 30 \ 40% more damage from the character's physical strength to targets affected by the “Bleeding” debuff. Maximum number of PvP-targets: 3 \ 3 \ 4 \ 5 \ 6, PvE-targets: 6 \ 8 \ 10 \ 12 \ 14. With the development of the skill, the damage from the skill, the strength of the effect and the number of targets increase.

 

how long time will it stay active after use this skill?

 

Edited by Higgings
Please, use normal sized letters
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13 minutes ago, EfesPH said:

how long time will it stay active after use this skill?

 

What do you mean? It's a simple area attack, it has no duration during which it can "stay active".

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7 hours ago, ashour said:

@Nolan@Holmes @Dr Strange Does this mean vampirisim healing too or limited to heals from skills?

Screenshot_2022-12-18-05-34-41-25.jpg

 

Any incoming healing, probably that includes Vampirism

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Seeker currently has the unique abilities of a rogue, combined with the movement speed of a chieftain, area damage abilities like a chieftain, and damage reduction abilities like a chieftain. The stats they receive are physical power, and autoattack damage for dps. Their area damage skill mechanics scale off physical only. The class is super simple to play and by far superior to any mountain clan classes in this regard. Because it is so similar to chief, give chief their deserved autoattack damage or power buff to compete with such classes in pve content. It is simply unfair. A chief has to specialize in magic to deal decent area damage, losing all abilities to easily transition into damage per second. And even if they switch to a damage per second setup, the lack of basic power and damage increases makes it inferior to elf classes, even though they compare in class role. Seeker performs easily the same as a chief in area damage, and by far outclasses it damage per second wise single target. This needs revision because it doesn't make sense now that seeker has great defensive abilities. Stealth, massive damage reduction, and they keep their quick and huge damage output. Who is making these decisions? this is ridiculous

As posted before, seekers simply dominate pve content. The issue is that elf side has an easy way of farming all their drops with this class. They take all the speed record runs and it is easy and cheap to create a very good seeker. While this is fine, at least give mountain clans a fair treatment. Give them equal strength to the class who fits the same role, the chieftain. Try to make both classes with the same setups and run a dungeon, see for yourself if this is fair. If that's too much asked then create any class and just check the weekly tournament: dungeons completed. And count the seekers taking top GP earned and dungeons completed. Popularity in chief is high, but seeker is a multiplication of that, and it is being neglected.

Edited by Tynaloo
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34 minutes ago, Tynaloo said:

Seeker currently has the unique abilities of a rogue, combined with the movement speed of a chieftain, area damage abilities like a chieftain, and damage reduction abilities like a chieftain. The stats they receive are physical power, and autoattack damage for dps. Their area damage skill mechanics scale off physical only. The class is super simple to play and by far superior to any mountain clan classes in this regard. Because it is so similar to chief, give chief their deserved autoattack damage or power buff to compete with such classes in pve content. It is simply unfair. A chief has to specialize in magic to deal decent area damage, losing all abilities to easily transition into damage per second. And even if they switch to a damage per second setup, the lack of basic power and damage increases makes it inferior to elf classes, even though they compare in class role. Seeker performs easily the same as a chief in area damage, and by far outclasses it damage per second wise single target. This needs revision because it doesn't make sense now that seeker has great defensive abilities. Stealth, massive damage reduction, and they keep their quick and huge damage output. Who is making these decisions? this is ridiculous

This is actually overkill, the magical chieftain has much more AoE damage than the seeker, it is also an exaggeration to write that a good seeker can be made cheaply.

Edited by Riaur
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2 horas atrás, Riaur disse:

do not count on any changes, the decision was made a long time ago, feedback from players does not matter, what matters here is not what the players can get but what the developer can get out of the players, therefore, when it comes to warspear, there is no development, schemes, events are embedded in the daily routine that has not changed for several years

That's thanks to the players themselves.

They do the same events every year, with the same old stuff, and the players are like - good enough, take my money. :thanks:

Battle pass then? A new outfit with black colors + some other color, reason enough to buy the whole pass. They are using the costume for 1 month, until another pass arrives and does the same thing.

Amplification and stamina, basic things like making the character stronger and making dugeons, has resulted based on chance, players spend money on things that are not even guaranteed to be worth the money spent. Get real, warspear players are all fools, mesmerized by false promises and cute pixelated 2D visuals.

Balancing then, it's strategic, the end result is exactly like this: what will happen to players with the nerfed class? Either they'll wait a whole year for the next balance, or they'll simply switch classes.:grinning: The shamans who bought stun gear and stun crystals to abuse the lightning shield? They're going to sell the set and use what he had before. The expensive relics they had being exchanged for cheap and weak ones? They will buy others.:2Thumbs:

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2 minutes ago, Drakoknight said:

Does make sense to include vampirism as a type of healing. 

Should be vamp too since that's what it says on the seeker talent and it does reduce vampirism healing as well. Or well it says something along those lines anyway. 

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Quote

истребление.png Extermination

  • Reduced the cooldown time of the skill from 40 sec. to 25 sec.
  • The duration of the effect has been adjusted: from 12 \ 16 \ 20 \ 25 sec., to 24 \ 26 \ 28 \ 30 sec. 
  • Now the skill increases the “Attack Speed” parameter of the character for each equipped dagger by 8 \ 10 \ 12 \ 15%.
  • Now the skill increases "Attack Speed" by 5 \ 6 \ 8 \ 10% and "Skills Cooldown" by 6 \ 8 \ 10 \ 12.5% for each one-handed sword equipped.
  • The skill now increases the character's "Skills Cooldown" parameter by 12 \ 16 \ 20 \ 25% for each one-handed axe equipped.

Meaning, if rogues have 2x daggers equipped, they will have +30% speed buff from the skill. Isn't the skill a bit overpowered in comparison to all of the DPS class available? Rogues can do full dodge build without sacrificing their attack speed at all. And this will be a bit broken from the PvP perspective too. 

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2 hours ago, Riaur said:

This is actually overkill, the magical chieftain has much more AoE damage than the seeker, it is also an exaggeration to write that a good seeker can be made cheaply.


Try it for yourself. For area magic damage you will need seperate magic accessories and magic type weapon like maul. With that comes the downside of magic replacing other stats like penetration, accu, crit. Once you want to deal good damage per second, you need a physical setup with phys accessories and weapons. This requires 2 whole sets, for both pvp and pve. I know what i'm saying, by bag is full of gears to switch into the proper scenario. Even skill point allocation is a headache, you cant have best of both worlds in area damage and single target.
Now let's zoom into seeker: they build their character full physical, with one setup, and they allocate 3 skill points into "Attack Instict" skill, turning their basic setup into a top tier, viable area damage.
And what you say about much more damage: if you mean lower, but continuous area damage, then yes. But our area damage scaled off magic and we simply cannot reach physical damage numbers. The area damage multipliers are low (~50% per tick), making a realistic case of 500 damage with 2k crits. How many chieftains have you seen with 2000 magic? The skills deal just 50% of their 800-1200 magic damage they have.
Sure, they have continuous damage compared to burst aoe skills the seeker has, but the multipliers and possible magic amounts are low. So no, you are wrong. There is a clear inconvenience in seperating magic and physical for the chieftain, whilst the seeker can pump 2k physical and not worry about sacrificing more than 3 skill points if they want to have great area damage. The cost of achieving this is relatively cheap compared to chief.

This is just an example of unfair comparison between the two alliances. If you want to seperate players into both sides, give both sides a fair treatment at the very least. No favoring one side for the sake of having most players there already. because that's simply what happening. Buff elf because most players are already elf, so you will make most players happy. Everything will have effect on each other, less mc players will result in less competition, less fighting and less interest in the game. Less mc players causes others to leave easily and it will simply cascade into a bigger problem which will become more difficult to fix. Everyone starts at pve content to grow talents and get gears, and as it is, being an elf player is more convenient in every way possible. More players, easier classes, less investment for the same performance, powerful stat buffs which are unique and not easily to acquire by gears. There is no reason for a new player to choose playing the mc side, when the grass is greener on elf side, and the problem will grow.

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We need Mc to be buffed so we can actually enjoy the game. Devs needs to see that as most servers are dominated by the elf. Please devs just help us out. 

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5 hours ago, Izanagi said:

Meaning, if rogues have 2x daggers equipped, they will have +30% speed buff from the skill. Isn't the skill a bit overpowered in comparison to all of the DPS class available? Rogues can do full dodge build without sacrificing their attack speed at all. And this will be a bit broken from the PvP perspective too. 

No, just no. If you don't play rogue or know how it works then you really shouldn't make this point. With 2 daggers you'll get 30% more speed, most arena rogues without extermination usually have 20% stable speed + 30 is 50%. How is that overpowered lol 50% speed for rogue is weak. This class is supposed to be a speed class. Now imagine if you have 2 axes. You will only get cd buff, no speed. Additionally for daggers the dmg from them is very weak. This is not seeker dmg. Not to mention with 2 daggers you won't get any cd from extermination. Base arena rogue CD is 25-35%, this is why this extermination rework killed rogue. 
Will be looking forward to seeing rogue play as a turtle and then they realize they killed it and buff its speed.


 

My suggestion is to prolong duration of absolute reflexes so atleast when we dodge, the buffs from it last longer to make up for the missed speed. 

Edited by ashour
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Please Buff Bestial Wrath For Chieftain, Why not letting Chief get both buffs from that skill like other damage dealing classes?

:sorry:

This would give Physical Chief Build more value since now everyone is moving to magical build.

 

Bestial Wrath Rework https://forum.warspear-online.com/index.php?/topic/374352-bestial-wrath-rework/

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On 12/17/2022 at 11:37 PM, Dr Strange said:

порча.png Hex

  • The maximum number of effects on one enemy has been increased from 1 to 30.
  • Removed the stopping of the character when taking damage from a skill.

what is the point of this? 30 warlock attacking an enemy at same time?

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On 12/18/2022 at 12:37 AM, Dr Strange said:

маг.png Mage

 

пламенею земля.png Blazing Ground

  • Fixed a bug due to which the damage from the skill was not dealt if the effect of the skill was extended by the skill "Fire Ball".
  • Removed the stopping of the character when taking damage from a skill.

 

 

awww my fav skill to use to run astral lab get nerfed... but why remove the stopping thing on this skill? may I know? would be good if you add reasons to all these changes to be honest. and correct me if I'm wrong, but why only mage and warlock"s hex get this treatment? what about all other similar continuous aoe skill like chieftain's Swooping army? Druid's Punitive roots? Necro's Acid rain? Warlock's Pool? why only currently to those 2 skills??? reason?

Edited by Skstorm
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38 minutes ago, Skstorm said:

awww my fav skill to use to run astral lab get nerfed... but why remove the stopping thing on this skill? may I know?

Probably it's because the frequency that the skill hits is too high, so it ends up acting like a control skill, since every hit stops the enemies, when it was actually supposed to just deal damage

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1 hour ago, Skstorm said:

awww my fav skill to use to run astral lab get nerfed... but why remove the stopping thing on this skill? may I know? would be good if you add reasons to all these changes to be honest. and correct me if I'm wrong, but why only mage and warlock"s hex get this treatment? what about all other similar continuous aoe skill like chieftain's Swooping army? Druid's Punitive roots? Necro's Acid rain? Warlock's Pool? why only currently to those 2 skills??? reason?

Necro long time ago got same nerf, faithful connection dont stops target anymore, rain have very short duration, small dmg, small area, and dont hit that fast as this mage skill

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23 hours ago, Tynaloo said:


Try it for yourself. For area magic damage you will need seperate magic accessories and magic type weapon like maul. With that comes the downside of magic replacing other stats like penetration, accu, crit. Once you want to deal good damage per second, you need a physical setup with phys accessories and weapons. This requires 2 whole sets, for both pvp and pve. I know what i'm saying, by bag is full of gears to switch into the proper scenario. Even skill point allocation is a headache, you cant have best of both worlds in area damage and single target.
Now let's zoom into seeker: they build their character full physical, with one setup, and they allocate 3 skill points into "Attack Instict" skill, turning their basic setup into a top tier, viable area damage.
And what you say about much more damage: if you mean lower, but continuous area damage, then yes. But our area damage scaled off magic and we simply cannot reach physical damage numbers. The area damage multipliers are low (~50% per tick), making a realistic case of 500 damage with 2k crits. How many chieftains have you seen with 2000 magic? The skills deal just 50% of their 800-1200 magic damage they have.
Sure, they have continuous damage compared to burst aoe skills the seeker has, but the multipliers and possible magic amounts are low. So no, you are wrong. There is a clear inconvenience in seperating magic and physical for the chieftain, whilst the seeker can pump 2k physical and not worry about sacrificing more than 3 skill points if they want to have great area damage. The cost of achieving this is relatively cheap compared to chief.

This is just an example of unfair comparison between the two alliances. If you want to seperate players into both sides, give both sides a fair treatment at the very least. No favoring one side for the sake of having most players there already. because that's simply what happening. Buff elf because most players are already elf, so you will make most players happy. Everything will have effect on each other, less mc players will result in less competition, less fighting and less interest in the game. Less mc players causes others to leave easily and it will simply cascade into a bigger problem which will become more difficult to fix. Everyone starts at pve content to grow talents and get gears, and as it is, being an elf player is more convenient in every way possible. More players, easier classes, less investment for the same performance, powerful stat buffs which are unique and not easily to acquire by gears. There is no reason for a new player to choose playing the mc side, when the grass is greener on elf side, and the problem will grow.

chieftain has 2 leading area of effect abilities, with a larger area of effect, has better aoe damage, it is cheaper to build, magic accessories are much cheaper, also cloth mm is cheaper than light mm chieftain skills cover more opponents. sekker is simpler and has one skill to aoe, he has almost as good aoe as chief, in addition, it is the best dmg class, it deals the most damage among all classes, here is the problem if the developer gives the class "everything" aoe, single target, durability the class will never be balanced, it has a great combination with books that work at low hp, combined with talent, damage, makes it unbalanced. in pve nothing can beat him, in pvp healers and casters are often not able to react, it should be with a caster with 60% resi, and eq at +10, I get a stun and before he does anything he dies for 4 autoattacks? warlock, mage can deal with seeker somehow but Necro, cant even kill seeker with shield and talent cuz too low dmg output, so can't kill and cant survive vs seeker.

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Please rework bitterness skill from ranger to not loss the stacks anymore when getting hits and replaces dodge buff instead of penetration as hunter does ,while hunter got a speed buff and penetration buff at once and it doesn't loss the stacks tho ,thanks. @Holmes@Dr Strange @LeeLoo

Edited by Ily
Comparing to be fair
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Since majority of people noticed rogue is pretty much unplayable now, with the release of test server. I suggest to either restore extermination skill as it was before or increase the buffs given to each independent weapon type. 
 

Additionally, a defense increase skill, or some type of resist skill would work too to make it compete with other classes. Although i guess not needed if the first suggestion was to take place.


right now with either dagger build or axe build or a mixture. It will result in lack of either speed or cd or both. If attempting to add more speed accessories etc we will lose other important stats such as accu/ dodge. It's very discouraging seeing rogue go down hill each update.


I've spent money on this game but i don't see a point anymore to support a game that makes a favorite class of mine unplayable. 

it is all up to the devs to actually listen to what everybody been saying about rogue class and fix these lacking points.

Screenshot_2022-12-19-19-36-08-21.jpg

Screenshot_2022-12-19-19-38-01-90.jpg

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Chief's leather is not holding anything, any class with a minimum of damage is managing to deal a lot of damage against Chief even with active leather, please review this change

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On 2022/12/16 at PM7点12分, Khrone said:

是的,所有职业都有单独的机会来抵抗减益和忽略伤害,而 DK 只是得到了大量的 nerf 和一些无用的增益。  

  

如果你不知道,DK实际上代表死亡骑士,因为这个职业已经死了很久了 :fuck_that:

good ! I quit , rip dk:rip:

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Blade dancer

SAP UPDATED TESTSERVER

If 5/5 studied 

 

CD 15sec (if cd% good will 11sec)

13sec during time

physical/magic strength - 40%

Attack speed -35%

 

Is true? Must need buff more SAP? Already enough attack speed -%.. pls choice one.

Com on lol

 

@Dr Strange @Drakoknight

 

Edited by US Evil
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9 hours ago, US Evil said:

Blade dancer

SAP UPDATED TESTSERVER

If 5/5 studied 

 

CD 15sec (if cd% good will 11sec)

13sec during time

physical/magic strength - 40%

Attack speed -35%

 

Is true? Must need buff more SAP? Already enough attack speed -%.. pls choice one.

Com on lol

 

@Dr Strange @Drakoknight

 

I know next to nothing about bd aside from that they are blatantly overpowered. I wouldn't care if Reaper was also as strong but they are not right now. 

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On 12/17/2022 at 8:36 AM, Riaur said:

I agree, necro is currently the weakest pvp class, it has the smallest possibilities, any "wins" of Necro are due to the player's level rather than the class's capabilities, I would like to point out that necro is the bottom in pvp, and for several years, every time the developer's comment to necro on the occasion of "balance" is "We don't change the necromancer because he is pretty well balanced" while seeker was trash in pvp, devs change few of seeker skills, give this class stuns, aoe, and much more buffs, and made seeker pretty nice pvp class, and meanwhile is best pve class aswell, necro is trash in pvp, and in pve just his useful skill is dmg buff, i dont want a healer with huge dmg but buffs, healing that it would actually enhance usability, with huge buffs to the class dmg gettin every "balance" and with huge amounts of vamp every dmgr can get, heal is useless ( not so long ago all heal skills got weakened).

I disagree about the worst pvp class, i thinked necro was bad on pvp, but after putting panic 4/4 ive crushed a lot of meele classes, most cant touch me too much, most people dont use this skill, and isnt recommended in most builds, even in pve its good, you can stun bosses in a 80% chance, ive got pretty tank. Its balanced for me, im full CD and can do a perma stun on enemies. Still didnt understand why necro got nerf on dmg, its pretty useless, unless doing all tec and spam area skills on the endless enemies spawns.

 

On 12/19/2022 at 7:45 PM, ashour said:

Since majority of people noticed rogue is pretty much unplayable now, with the release of test server. I suggest to either restore extermination skill as it was before or increase the buffs given to each independent weapon type. 
 

Additionally, a defense increase skill, or some type of resist skill would work too to make it compete with other classes. Although i guess not needed if the first suggestion was to take place.


right now with either dagger build or axe build or a mixture. It will result in lack of either speed or cd or both. If attempting to add more speed accessories etc we will lose other important stats such as accu/ dodge. It's very discouraging seeing rogue go down hill each update.


I've spent money on this game but i don't see a point anymore to support a game that makes a favorite class of mine unplayable. 

it is all up to the devs to actually listen to what everybody been saying about rogue class and fix these lacking points.

/cdn-cgi/mirage/a067447d2eaaadad155f292f7457e0440a35ba16e575922c9eefbc75c21a66b2/1280/https://forum.warspear-online.com/uploads/monthly_2022_12/Screenshot_2022-12-19-19-36-08-21.thumb.jpg.711facf4bd474ba17d9ad65c20c65156.jpg

/cdn-cgi/mirage/a067447d2eaaadad155f292f7457e0440a35ba16e575922c9eefbc75c21a66b2/1280/https://forum.warspear-online.com/uploads/monthly_2022_12/Screenshot_2022-12-19-19-38-01-90.thumb.jpg.701ce615631ab496f13b8f975621232c.jpg

Gotta say rogue got a nerf in a skills that dont give too much evasion, and gotta say that now many skills are affected by evasion, making the possibilities of evasion much more big, you fail when say that its not playable anymore, try to read other classes changes. An example is acid rain and poison shield, now its affected by evasion status, before this update, u could have 100% evasion and still got hit whit no chance to evade.

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On 12/12/2022 at 4:59 AM, LeeLoo said:
  • Adjusted how the shield bonus is applied so that the bonus now activates after the effect ends.
  • Now, instead of increasing physical strength, the effect gives a bonus a reduction in all incoming damage to the character by 2 \ 2.5 \ 3 \ 4 \ 5% for 6 \ 7 \ 8 \ 10 \ 12 sec. for every 20% of damage absorbed from the shield's maximum durability.
  • Group and empower relics now work on both effects of the skill: both on the shield and on the bonus to physical and magical protection.

works also on the damage reduction right? the other 2 posts do not explain it.

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The attitude of the developers towards the European community, and their opinion is quite clear, they don't give a shit about us, you can see in the Russian section that they discuss with players and respond to ideas and worries on an ongoing basis , we already get scraps agreed with the Russian community we have no value for them and you can see it everywhere.There's no point in getting involved and playing this game, shut down the rest of the servers since they don't matter anyway I understand when they ignore pointless comments, but they also don't respond to accurate observations and constructive criticism.

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

Until now, every faction had special and unique gift from their god. 

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

Bow Strike

  • Now the physical damage from the skill does not depend on the base damage: it was 10 \ 20 \ 30 \ 40 pts.
  • Now the physical 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 physical damage from the skill: from 50 \ 60 \ 70 \ 80% of the character's physical power, to 115 \ 120 \ 130 \ 140% of the character's physical power.
  • Now the damage of the skill can go into the defensive parameter “Parry”.
  • Added separate checks for skill damage and the “Stun” debuff.
  • The final physical damage of the skill has significantly increased.
  • Talent "Slowing Trap +" has been replaced by "Bow strike +" that increases the duration of the skill’s effect by 0.5 seconds.

 

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

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.
  • Added a Dodge check to the damage of the skill.
  • The final physical damage of the skill has slightly increased.
  • The final magical damage of the skill has slightly decreased.

I think these skills are unbalanced. Dodge can have anything, even monsters can dodge dk's steel hurricane. But ranger's bow strike can be parried only by players, since only players are using parry parameter. 

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

Hail of Arrows

  • Skill cooldown reduced from 26 sec. to 22 sec.
  • Now the physical damage from the skill does not depend on the base damage: it was 25 \ 45 \ 60 \ 75 pts.
  • Now the damage from the skill does not depend on the level of the character: it was 2 \ 3 \ 5 \ 8 pts. per level.
  • Adjusted the amount of physical damage from the skill: from 102 \ 106 \ 110 \ 114% of the character's physical power, to 110 \ 120 \ 135 \ 150% of the character's physical power.
  • Added limit for maximum number of PvE-targets: 8 \ 10 \ 12 \ 14.
  • The final physical damage of the skill has slightly increased.

 

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

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.
  • Added a Dodge check to the damage of the skill.
  • The final physical damage of the skill has slightly increased.
  • The final magical damage of the skill has slightly decreased.

Also, elves keep their "impossible to evade" dmg skill. But mc's not. So, I think this is big nerf on mc side. Especially, since elves even got decreased cooldown on that skill. 

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