Jump to content

reworking proposals


Muzanka

Recommended Posts

Posted (edited)

 Hello friends

 

I was thinking about how I could rework some skills or features of the ranger. This is just one of my ideas. I apologize in advance for my English; I'm still in the learning process :)

 

Proposals for 2 Basic Skills:

 

Warspear has undergone significant changes this year, such as the introduction of new accessories, a higher level, and equipment with improved parameters. Additionally, all expert skills can now be accessed from level 18 without the need for miracle coins. These adjustments have highlighted the need to review the skills of the ranger class, especially two of them: "Scattering Shot" and "Beast Trap." Unfortunately, these skills have lost utility at higher levels.

 

Proposed Rework for "Scattering Shot":

 

The current skill lacks relevance, as players and monsters tend to resist control effects.

 

Proposed Change:

A decrease in the opponent's precision linked to the skill's development level:

- Level 1: 7%

- Level 2: 14%

- Level 3: 21%

- Level 4: 30%

- Level 5: 37%

 

Effect duration:

- Level 1: 3 seconds

- Level 2: 7 seconds

- Level 3: 9 seconds

- Level 4: 12 seconds

- Level 5: 15 seconds

 

This modification makes the new negative effect of precision reduction more consistent with other available skills and talents, such as evasion, bitterness, etc.

 

Proposed Rework for "Beast Trap":

 

Currently, there is no effective way to use this skill at higher levels; all heroes have attack + control abilities or skills to reduce distance. Currently, the ranger attempts to end the fight by unleashing the entire available arsenal. Truly, the game has been working like this for a while; it's regrettable, but it works...

 

With the proposed rework, I suggest a new, more strategic proposal: the implementation of a new state, "Injured" (I didn't think much about the names).

 

-Now the skill can be deployed up to 3 squares away from the player.

 

- This new state increases the probability of the opponent suffering negative effects¹.

 Quantification of the virtual increase in negative effects:

  - Level 1: 20%

  - Level 2: 25%

  - Level 3: 30%

  - Level 4: 35%

  - Level 5: 40%

 

Time that the opponent is trapped in the trap:

- Level 1: 3 s

- Level 2: 4 s

- Level 3: 5 s

- Level 4: 6 s

- Level 5: 6 s

 

Example of the "Injured" state:

A ranger with a 10% chance of stunning with Halloween accessories.

Under the "Beast Trap" skill (level 5), the virtual stun probability would be 14% (10% from accessories + 4% from the new "Injured" state).

 

These modifications aim to make "Beast Trap" more strategic and relevant at advanced levels (hoping for a field of traps in the future).

 

Bow and Crossbow

 

You read it repeatedly; they don't stop complaining. Yes, the disadvantage that bows have compared to crossbows became evident.

 

The two weapons available for the ranger class have distinct characteristics; they should feel different in theory. However, with recent updates, the equipment level has increased, and surprisingly, almost no one uses the bow anymore. The difference in the speed parameter is no longer noticeable due to the upper limit of 70% attack speed. I don't believe this parameter should be changed; can you imagine how strange the game could look if attack speed increases... an endless and invisible rain of attacks would overwhelm anyone. Therefore, I propose a restructuring.

 

Proposed Changes:

- Additional decrease of 15% or 30% in the physical power of the bow.

- Increase of 30% or 40% in the probability of inflicting negative effects when equipped with a bow. Yes, the same benefit proposed in the "Beast Trap" skill.

 

Practical Example, Equipped with a Bow:

This is your role; you are an archer, equipped with a +9 bow, achieving 1000 physical damage. And with a +9 crossbow equipped, 1400.

 

But using a bow has its benefits:

You have equipment that improves (piercing attack) by 20%, and now you have the bow, which enhances the effect when overlapping; (40% of 20 = 8).

 

Now, another case, imagine that you have (damage reflection) 30%, and now you have the bow, which enhances the effect when overlapping; (40% of 30 = 12).

 

Other Suggestions for the Bow:

Perhaps, to prevent new archers from abusing the new qualities of the bow, the negative effect could be limited to only 1, and it will be the one in the last slot of the bow, or implement a seventh slot in the bow.

 

It could even be considered the possibility that now the "Beast Trap" skill cannot be removed by immunity effects.

 

Thanks for paying attention to the end :) I admit that I love strategy a lot; maybe that can bias my view of the game.

 

Good luck to everyone, greetings.

 

 

 

 

 

 

 

Edited by Muzanka

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...