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[2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. Announcement


Ramona

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4 hours ago, Venk said:

Oh, fantastic. Another update that's a complete disaster
 

New dynamic quests?
Sure, let's add some "dynamic" quests that clearly aren't meant for solo players. Because who actually wants to play alone and earn reps, kill counts, and gold, right?

And then there's the rep grind in Almahad. I mean, who doesn't love a good, old-fashioned grind where it takes years—yes, years—to unlock even the most basic of non-playable guild talents and class talents? Clearly, they want to make sure no one ever actually achieves anything. 

Now, I know some of you will jump in with, "Just join a guild, do events, make your 750 guild rep/day." Oh, yes, because we all just love being tied to someone else's schedule. Whatever happened to playing at your own pace? You know, like when you leisurely do T3 or T4 quests whenever you feel like it? No, no, everything must revolve around guild activities because apparently, no one is allowed to play solo. 

Unique talents for adventurers and assassins?
Oh, brilliant. Let's make these game-changing talents unlockable with guild reps. That makes perfect sense. Because who needs more ways to earn reps, right? They’ve brilliantly locked these behind Almahad and guild reps, which you can barely earn unless you're constantly attending guild events. Because, of course, everyone has all the time in the world to be in a super active guild and do events every day. Perfect. 

Cumulative rewards in Tombs and Outposts?
Oh, wonderful. One-time rewards and permanent rewards with progress bars. How innovative. But why only in Tombs and Outposts? Why not in all the dungeons in WS?

Artifacts?
Two types, one gives special effects, the other summons minions. Sounds... okay, I guess. 

Storyline PvP quests?
Oh, new yellow quests with arena gear rewards, how exciting. But where are those PvP quests with decent gold rewards you teased in the last update? Oh, you just conveniently forgot about those, didn't you? Instead, you’re pushing out new content without fixing what’s broken. Because that’s exactly what we need: more things to do in a game that still has a terrible gold-making system.

But hey, what do I know? I'm just here hoping for a game where you can actually progress solo, earn a decent amount of gold, and not feel like you're being forced into group content all the time. Maybe add a special category for solo content, or a solo dungeon, or even a solo way to earn guild reps. But no, clearly that’s asking too much. I mean, it's not like every other MMORPG offers solo progression or anything. If you can't even manage that, maybe stop calling yourself an MMORPG.

We need more solo content for real, i dont want to look for people for like hours to make a party especially in Dead MC side servers like EU and US

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В 31.08.2024 в 14:22, Model-nika сказал:

I have one issue, whenever I logout from forum and then re login, my password is always incorrect. I have to reset my password again and again. I cleared my Browser every week. Please tell me, what's going on? 

Try resetting your password here https://warspear-online.com/en/support/restore-password

 

20 часов назад, Blueranger сказал:

When will the test server open? @Ramona

 

5 часов назад, Venk сказал:

Instead, you’re pushing out new content without fixing what’s broken.

В 30.08.2024 в 12:50, Holmes сказал:


На ребалансе 100% будет исправлено и переработано много всего, что сейчас приносит головную боль. Но, надеюсь, в следующих промежуточных патчах удастся сразу победить некоторые из них, тут уже как время будет позволять. 


To quote Holmes "A lot of things that are causing headaches now will be fixed and reworked in the rebalance. But hopefully we will be able to fix some of the bugs in the next patches".

Of course, you may not be excited about the upcoming update. Maybe it would be better if you look at the bright side of it all - like, the whole possibility of using new talents to pump up your characters even more for any and all high-lvl content there is in the game right now? :)

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Lots of things to say here...

Sadly from my experience I doubt saying them will have any effect whatsoever... but anyways.

 

1. General remarks

 

1.1 ) I don't like the fact that the talent grind goes further and further, because it makes it way harder for newer players to catch up (or for old players to enjoy new classes).

I think its a lesser problem when the talents are specific to an area, like underwater or almahad : it leaves the possibility to just focus on main knowledge tree and still enjoy some myth dgs or holydays dgs. I think it is a terrible area to make almahad talent affect arinar-wide gameplay. Newer or less active players will feel even more powerless compared to those who can play hours a day.

Nevertheless, I like that we are getting new talents to make the almahad experience more enjoyable, I just whish they were a bit more like underwater ones (particularly thinking about petrify/hypnotise/stun/sun nets removal)

 

1.2) The crit damage is getting way too much out of control. I really advocate for smoother damage profiles. That is : with less crit dmg and more power elsewhere. Like for instance allowing the crit chance to reach further than 53%, why not 100% ?? Would be completely fine if crit damage was nerfed accordingly. Doing 30k crits is fun for a while, but seriously its so painful to have 3k normal hits for that. Doesn't matter if u hit the mob 20, 30 or 50k if it dies instantly. In my opinion its way more enjoyable to have more speed/cd/reliable crits than just random humongous crits.

 

1.3) For the new talents, im not against some randomness, but double randomness (random effect on random condition, etc) might make it hard to balance...

 

1.4) I hate that the chosen "non-playable guild" has to affect the character's direction in all of Arinar (cuz of the class talents at the end) and not just Almahad. Why can't we possibly like to perform better in tombs but enjoy the assassin special class talent, or the opposite ??? Why ??? Its just disheartening to need to grind a whole non-playable guild again because thats where the talent that we need is. It will take an insane amount of time (most players, even among those playing several hours everyday, still have a fairly long way to completing ONE non-playable guild branch) and it would be a shame to have to use lesser talents not fitting what we enjoy to do. PLEASE don't make special class arinar-wide talents tied to one or another non-playable guild.

 

1.5) For the sake of the following paragraph's analysis I will assume naively that you are trying to give each classes the same level of power from new talents. Because the game must be rather balanced right *sarcasm* ? If the game isn't balanced then we should have balance updates way more frequently right ? RIGHT ?

 

2. Specific remarks

 

2.1)

On 8/29/2024 at 4:59 PM, Ramona said:

elemental power.png Elemental Power
Using Fireball, Blazing Ground, Roaring Flame, Aura of Fire, or Frostbolt while Magma Boulder is active applies Fire Synthesis to the character for 8 sec, increasing the damage of fire skills by 4%. Using Stone Shards, Frostbolt, or Overload applies Nature Synthesis for 8 sec, increasing the damage of nature skills by 4%. Using Time Warp applies Arcane Synthesis for 8 sec, increasing the damage of arcane skills by 4%. Combining Fire Synthesis, Nature Synthesis, and Arcane Synthesis grants Elemental Power for 14 sec, increasing the damage of all skills by 8%.

 

It requires a huge amount of cooldown to get stone shards or time warp below 8s cd... the Nature Synthesis (ok theres potentially frostbolt and overload for that one..) and Arcane Synthesis (only time warp) will have almost no effect. But at least it should be possible to trigger so Elemental Power buff by using one of each category successively so there is that.

 

2.2)

 

On 8/29/2024 at 4:59 PM, Ramona said:

warrior of light.png Warrior of Light
Increases the character's Physical Power by 0.1% for every 5% of attack attributes.

 

Could you detail what attack attributes please ? If it is only speed/crit/accu/pen then it should be fine (bit less than 4.5% dmg buff for most high lvl seekers). But if it includes cd, attack strength, piercing, rage, sand, underwater, stun, crit dmg, subjugation... then it would quickly become completely out of hand.

 

2.3)

 

On 8/29/2024 at 4:59 PM, Ramona said:

marksman's precision.png Marksman's Precision
Increases the damage of skills by 0.5% for each yard between the character and the target. The bonus is doubled when a skill is used at maximum range.

 

That is such a sad talent on so many levels...

- even in the best case scenario its not that strong (5% or 6% dmg on the skills) and I assume it won't affect bleed, fire etc, which makes a big part of the ranger's dmg profile

- you can't be at the same time at 5 and 6 yards of ranger lol... it will be so messy. I guess most of the time you will be at 4-5 yards, getting 2% dmg buff on some skills, 5% on the others... and rip damage over time and auto attacks.

- being more than 3 yards away from your teamates suck as it will prevent castle relics interactions

- It makes the damage profile even more inequal... more big hits, and still shitty normal hits... so annoying

- What about auto-attacks oriented rangers ???

 

2.4)

 

On 8/29/2024 at 4:59 PM, Ramona said:

reinfoeced string.png Reinforced String
Increases the critical damage of instant damage skills by 50% with a 1% chance for every 10% of the target's remaining health.

 

So sad as well :

- again even more inequal damage profile

- best case scenario is against full hp targets, 10% chance to increase the critical hit damage by 50%. That's an extra 5% critical hit damage on average, in the ideal scenario with only full hp targets, and it doesn't affect DoT dmg or auto attacks... both talents are super weak compared to what other classes get...

- What about auto-attacks based rangers ????

 

Why not something like the rogue ? Or if you want to make it different : like 2% crit dmg for every 10% remaining health (20% crit dmg at maximum health, 10% crit dmg bonus on average). Something along those lines... and please think about auto attacks and DoT dmg...

 

Edit : just saw hunter talent : 1% for every 10% remaining health, but affects auto attacks too, and gains 5% extra pen if full health. Why not making it somewhat similar but with a tweak ???

 

Apparently I reached maximum message length or something... to be continued

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2.5)

 

On 8/29/2024 at 4:59 PM, Ramona said:

harad's call.png Harad's Call +
Increases the duration of the skill's effect by 0.3 / 0.6 sec.

 

In my opinion that game really doesn't need longer controls... especially not crow controls... same goes for warlock talent...

 

On 8/29/2024 at 4:59 PM, Ramona said:

inner forces.png Inner Forces +
The skill's effect reduces damage from players by an additional 0.1 / 0.2%.

 

In my opinion the game doesn't need more unkillable tanks either... although paladin might not be the worse of all...

 

On 8/29/2024 at 4:59 PM, Ramona said:

power surge.png Power Surge
Applies Power Surge to the character, healing the character and allies within 6 yards for 2% of maximum health every 3 sec. Affects up to 8 allied targets.

 

Seems incredibly broken to me... a tank pala can easily reach 15k hp with heavy mermen gears... that's 300 healing every 3 second.

That would already be a lot for the paladin himself, all healing being very strong considering the damage reduction. But to 8 ppl ??? what is that ??? At least it is way stronger than other new talents. Close to a full extra skill.

 

2.6)

 

On 8/29/2024 at 4:59 PM, Ramona said:

healing parry.png Healing Parry
Successfully parrying an attack restores 4% of the character's maximum health, but this can only occur once per 3 sec. When the character's health drops below 50% of maximum, Parry Master is applied every 4 sec, guaranteeing a parry on the next incoming melee attack.

 

Guaranteed parry every 4sec when below 50%, with max counter attack and +4% hp heal seems pretty toxic against melee classes

 

2.7)

 

On 8/29/2024 at 4:59 PM, Ramona said:

butterfly dance.png Butterfly Dance
Dodging an enemy attack randomly heals the character for 3% of maximum health, but this can only occur once per 3 sec, or applies Butterfly Dance for 12 sec, increasing Physical Power by 0.5%. Stacking this effect increases its power by 0.5% (up to 4%) and refreshes its duration.

 

Lol... with the randomness u need an average of 16 dodges (hahaha) to stack the 4% extra dmg.

And its so useless for rangers who don't take the right branch...

it s a joke

 

2.8)

 

On 8/29/2024 at 4:59 PM, Ramona said:

emerald scales.png Emerald Scales
Removes a random damage over time effect from the character or a party member in the same location when their health drops below 20% of maximum, but this can only occur once per 6 sec.

 

Removing a dot effect when alrdy below 20% hp seems pretty useless to me... except to help the tank in dg maybe, that can be useful ? *sometimes*

 

2.9)

 

On 8/29/2024 at 4:59 PM, Ramona said:

bee sting.png Bee Sting
Dodging an attack causes physical damage for 40% of the character's Physical Power to the attacker, but this can only occur once per 3 sec

 

With the guaranteed dodge that seems pretty sexy. A sweet bunch of damage to the opponent (and some healing from vamp with it). Too op even maybe, i don't know. But making it less than 40% dmg would make it feel like retribution... would feel so sad...

My take : why not make it even more than 40% actually, but with significantly higher reload time ?

 

2.10)

 

On 8/29/2024 at 4:59 PM, Ramona said:

penance.png Penance
When the character or a party member receives a non-control harmful effect, it heals the target for 1.5% of maximum health. For control effects, the target is healed for 4% of maximum health

 

Seems potentially extremely strong... maybe not as much as pala but still... The fact that it got no reload time... imagine healing 4% for every stun etc you take in mass battle. Huge healing... might be too strong, careful with that one

 

2.11)

 

On 8/29/2024 at 4:59 PM, Ramona said:

cryostasis.png Cryostasis
Grants a 15% chance to ignore damage from auto-attacks and instant damage skills, but this can only occur once per 3 sec. This chance increases by 1% for every 10% of missing health

 

That seems very strong ngl. Too strong ?

 

2.12)

 

On 8/29/2024 at 4:59 PM, Ramona said:

dead will.png Dead Will
Heals the character and party members in the same location for 3% of maximum health every 5 sec. Healing rate increases by 0.2 sec for every 25% of the party's total missing health

 

The rate increase is very weak (4.4s at 25% total party's health ?). But still healing all party members for 3% of (their, I assume) max hp every 5s is huge. A bit weaker than the paladin imo but still way stronger than some of the talents displayed here (ranger and druid assassin talents, for isntance)

 

3) Final word

 

What about balancing the current skills right now and not wait for january ??

 

PS : Not the topic but please buff cloth mermen gears :

- make the crit dmg buff stackable from non-targeted dmg skills or/and self-used buff skills. Cuz for some classes (mage walking in dg mostly using time warp and shattered stones) it can take so long to stack them, while they don't last very long

- or/and make the magic power buff last longer ???

 

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1 hour ago, Pecleb said:

With the guaranteed dodge that seems pretty sexy. A sweet bunch of damage to the opponent (and some healing from vamp with it). Too op even maybe, i don't know. But making it less than 40% dmg would make it feel like retribution... would feel so sad...

My take : why not make it even more than 40% actually, but with significantly higher reload time ?

 

Its dealing 400dmg. I dont think we can call that "Too OP".

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7 hours ago, Pecleb said:

With the guaranteed dodge that seems pretty sexy. A sweet bunch of damage to the opponent (and some healing from vamp with it). Too op even maybe, i don't know. But making it less than 40% dmg would make it feel like retribution... would feel so sad...

 

My take : why not make it even more than 40% actually, but with significantly higher reload time ?

 

OP? It only dmg on characters pvp 200-400 how become op? I just tested it.

 

And how about the useless trash blade potential? The name it self potential but i dont see it has potential what a clown talent

IMG_20240901_185459.jpg

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admins play with the elves? years ago I left the game due to poor balance and some players defecting to the elves. I came back to check the changes and play a bit, and it's even worse. are you blind or don't you listen to the players?

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On 8/29/2024 at 9:59 AM, Ramona said:

blade potential.png Blade Potential
Using an instant damage skill applies Blade Potential to the character for 8 sec, reducing the energy cost of the next class skill used by 40% and its cooldown by 20%

Do someone felt any difference after learned this talent?

 

Personally i felt something like learning that  talents on the class path that increases some stats with microscopic percentages.

 

Then you look at you character and says

"uff.. Everyday more stronger, oh yes" :youre_the_man1:

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6 hours ago, Joy Boy Abunda said:

The name it self potential

The name is accurate because "potential" ≠ promise. The talent doesn't promise anything. But it indicates a potential new skill for rogue in rebalance. Hopefully.

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1-Stop forcing people into group/guild activities. Not everything needs to be done with a guild. People enjoy solo play aswell 

 

2- Whoever is behind balancing Rogue class needs to be replaced/fired. You guys successfully killed this class with the amount of useless things or "lack of" everytime. No one uses this class Its embarrassing how you keep neglecting the fact it needs massive reworks on most of its skills. This is foolish who is this dev behind these ideas for rogue? Dont understand how they aren't embarrassed to post these rogue talents for everyone to see. But It's whatever enjoy the remaining 50 rogues left in the game who will quit eventually too once you forget this class exist in December's rebalance 

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On 8/29/2024 at 5:59 PM, Ramona said:

healing ichor.png Healing Ichor
Grants a 20% chance to heal the character for 10% of the damage taken. This chance increases by 1% for every 5% of missing health.

I think you are thinking too much about bringing useless talent to DK. What kind of impact will this talent have on DK? Shouldn't the work percentage or incoming health be higher? Or you can change the talend entirely and make something a little more useful.

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Dark Shield +

The skill's effect reduces damage from monster auto-attacks and instant damage skills based on the character's Physical Defense by an additional 0.25 / 0.5%. weak minimum 8% def new buff Improve skill Not being affected by the skill mage remove shield dark win easy mage strong remove shield That the skill cannot be removed by the mage New Buff Death Knight 8% Shield Dark 8%Physical and y 8% def magic by PVP vs mage died fast

darkshield.png.814d06f2a92cf1f08acd5cd26dd879a8.png

Edited by Julio
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On 8/29/2024 at 7:59 AM, Ramona said:

Successfully parrying an attack restores 4% of the character's maximum health, but this can only occur once per 3 sec. When the character's health drops below 50% of maximum, Parry Master is applied every 5 sec, guaranteeing a parry on the next incoming melee attack.

A bd will be able to heal 4% hp every 3 seconds as if the current heals aren't enough.A maxed out bd already parries every second of a pvp, and when bd falls below 50% hp it guarantees a parry every 5 seconds too? Bd can already heal from 10% hp to 80% within a 5 seconds and now it gets additional guaranteed parry and heals while ignoring the damage of an auto attack or skill.Don’t you think having a guaranteed parry every 5 seconds below 50% hp is already enough?(since the ignored damage from parry is basically a heal already).One of the highest if not the highest burst dmg characters on elf getting more survivability as if it couldnt heal and parry every 3rd hit anyways.

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16 hours ago, xenovski said:

A bd will be able to heal 4% hp every 3 seconds as if the current heals aren't enough.A maxed out bd already parries every second of a pvp, and when bd falls below 50% hp it guarantees a parry every 5 seconds too? Bd can already heal from 10% hp to 80% within a 5 seconds and now it gets additional guaranteed parry and heals while ignoring the damage of an auto attack or skill.Don’t you think having a guaranteed parry every 5 seconds below 50% hp is already enough?(since the ignored damage from parry is basically a heal already).One of the highest if not the highest burst dmg characters on elf getting more survivability as if it couldnt heal and parry every 3rd hit anyways.

Thank you for posting this. I agree as well as anyone with half of a brain. A BD (high damage dealer heavy armor and op shield) can now heal fast as much as a heal class. They don’t listen to the players. All we see on forum game discord etc is nerf bd and videos and stuff posted. They go give it buffs. There needs to be some good changes to this game, some of the devs need to reevaluate their career choices. @Shimarin @Nolan @Roland

any other devs that need to see this 

Nerf BD

Nerf druid 

 Nerf BM

Nerf pala AOE heal

seeker stun is stupid

Anyone quoting this and commenting on this is a pure elf who wants to continue living on easy street. 

most other classes ok beside ranger yards need to be adjusted to 5 or make hunter match the range

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12 hours ago, Newworldorder said:

s

12 hours ago, Newworldorder said:

Thank you for posting this. I agree as well as anyone with half of a brain. A BD (high damage dealer heavy armor and op shield) can now heal fast as much as a heal class. They don’t listen to the players. All we see on forum game discord etc is nerf bd and videos and stuff posted. They go give it buffs. There needs to be some good changes to this game, some of the devs need to reevaluate their career choices. @Shimarin @Nolan @Roland

any other devs that need to see this 

Nerf BD

Nerf druid 

 Nerf BM

Nerf pala AOE heal

seeker stun is stupid

Anyone quoting this and commenting on this is a pure elf who wants to continue living on easy street. 

most other classes ok beside ranger yards need to be adjusted to 5 or make hunter match the range

 

:) we only talking about that?! Charmer's and death knight's infinitely long stun :) we are not talking about that, now about druid, warlock stuns, shaman stuns debuff, are never ending just like druid, nerf it too?, nerf bd :) the only class that outmatches most mc, yes, but we need 1 class atleast to match the imbalance :) but still it is weak in some cases too, pala aoe heal is that op?! I didnt know about that maybe our palas are nubs all in server. If want nerf seeker stun, maybe give some guaranteed resist skill or talent, if want nerf bd, druid, pala, bm, please nerf charmer's hybrid build in which it is tanky + OP heal in tank build + infinite stun, nerf DK's aoe stun that is infinitely long🫡 yes you forgot to mention mage, templar, warden, priest and others because now you can kill it right? 

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  • 2 weeks later...
  • 2 weeks later...

dark shield.png Dark Shield +
The skill's effect reduces damage from monster auto-attacks and instant damage skills based on the character's Physical Defense by an additional 0.25 / 0.5% where balance 0.5 2/2 dk talent Elf 4% 2/2

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This game is really dead bruh. They still keep adding talents while ignoring all the problems that exits right now ( unbalance, afk, trolls, lack of content etc.)

I check the forum once in a while, but still didn't return the game.

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