Administrators LeeLoo 2499 Posted December 11, 2024 Administrators Share Posted December 11, 2024 Warriors! The end of the year is here, and with it comes our big two-part winter update for Warspear Online! While your upcoming adventures in the Snowy Bound will be revealed very soon, today we're diving into the exciting changes coming to the skills and talents of the heroes of Arinar! This year, we've focused on fine-tuning class balance by addressing obvious weaknesses and giving underperforming characters the attention they deserve. Some skills have been either extensively reworked or completely redesigned, offering new tactical opportunities and more diverse combat strategies. We've also made changes to core mechanics that will significantly impact the way different classes perform, adding another layer of depth to the overall experience. Please note that some adjustments may change after testing. Non-Class Skill Adjustments Sneer of Fate Fixed a bug where the skill would not reduce the enemy's Magic Defense as intended. Summoned monsters now fully inherit the character's Attack Strength. Thirst for Life The skill will no longer remove damage over time effects from the character. Threatening Humility Fixed a bug where the skill's effect would not activate when the Death Knight received critical healing from Health Steal. Invisibility Adjustments Invisibility will no longer be removed by dealing damage over time to an enemy. Using any harmful effects, guild skills, or artifacts will now disable Invisibility. Added a shared animation for entering Invisibility that is visible to enemies. Relic Activation in Permanent Skills Relics used in basic permanent skills will now automatically activate with the specified chance, occurring at regular intervals while the skill is active. The activation interval is based on the skill's cooldown time, adjusted by the Skill Cooldown attribute. However, relics will not activate while the character is under control effects. This new functionality applies to the following skills: Aura of Light (Paladin) Exacerbation (Seeker) Combat Stance (Hunter) Beast Awakening (Beastmaster) Skill Use on Summons and Minions Skills previously limited to the character or party members can now also target summoned monsters and minions as long as they belong to the character or a party member. This new functionality applies to the following skills: Lightning Shield (Shaman) Ancestors' Hand (Shaman) Poisonous Shield (Necromancer) Secret Link (Druid) Dragon's Eye (Mage) Gods' Aid (Priest) Tribe Ritual (Shaman) Otherworldly Blessing (Charmer) Mantra of Healing (Templar) Relic Mechanic Adjustments Relics that activate when the character takes damage will now only activate from auto-attacks or instant damage skills. In addition, relics will only work if both the character and the attacker are within reach (i.e., can engage each other in the same location). This change affects the following relics: Relic of Absolute Powerlessness Relic of Physical Vulnerability Relic of Magic Vulnerability Relic of Sluggishness Relic of Awkwardness Relic of Fatigue Relic of Inaccuracy Lesser Relic of Absolute Powerlessness Lesser Relic of Physical Vulnerability Lesser Relic of Magic Vulnerability Lesser Relic of Sluggishness Lesser Relic of Awkwardness Lesser Relic of Fatigue Lesser Relic of Inaccuracy Terrible Relic of Deadly Infection Icy Relic of Captivity Additionally, the following relic will now only work if both the character and the attacker are within reach (i.e., can engage each other in the same location): Magic Relic of Deceptive Control Updated Talent Branch Switching Costs Update 12.7 brings significant changes to how the cost of switching your active talent branch is calculated, introducing a more consistent and transparent system that makes it easier to unleash new facets of your power! First, the number of upgraded talents in your active branch will no longer affect the switching cost. Instead, the cost will now be determined by: A base switching cost (1,000 Knowledge) A scaling multiplier that increases by 55% with each additional switch within a 24-hour period This means that your first switch of the day will always cost the base amount, but subsequent switches will become progressively more expensive. Plan wisely to make the most of your talents! Every day at 23:00 CET, the switching cost will reset to its base value, giving the warriors of Arinar a fresh opportunity to maximize the potential of their class in different challenges! General Fixes Fixed a vulnerability that allowed talents to be toggled on and off without restriction. Healing talents have been updated to align with the mechanics of final healing calculations. They now fully reflect all modifiers that increase or decrease healing effects. Chosen Paladin Purifying Now has a 40 / 45 / 50 / 60 / 75% chance to apply a damage over time effect to the enemy during an attack, causing 10 / 20 / 27 / 35 / 45 magic damage plus 35 / 40 / 45 / 50 / 55% of the character's Magic Power every 2 sec for 6 sec. Damage scaling changed to 120 / 125 / 130 / 135 / 145% of Physical Power (was 115 / 120 / 125 / 130 / 135%). Now, if the target is affected by Shackles of Justice, they will always receive a damage over time effect, and the total damage is increased by 8 / 10 / 13 / 16 / 20%. Heavenly Light Critical healing chance changed to 3 / 4 / 6 / 8 / 10% (was 3 / 6 / 9 / 12 / 15%). Illumination Duration of Aggression and Scorch changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec). Scorch now reduces healing received by 12 / 16 / 22 / 30% when applied to a player and increases critical damage taken by 8 / 12 / 16 / 20% when applied to a monster. Fixed a bug where Scorch would not apply to enemies resisting the skill's movement effect. Stunning Blow (formerly Repellent Strike) This skill will no longer knock back enemies. Healing changed to 10 / 13 / 16 / 20% (was 5 / 8 / 12 / 15%). Paladin's Prayer The skill's damage type is now based on the character's dominant attribute. The next successful auto-attack under Paladin's Prayer will now deal additional magic damage for 100 / 110 / 125 / 140% of the character's Magic Power or 90 / 100 / 110 / 120% of the character's Physical Power. The next successful auto-attack under Paladin's Retribution will now deal additional magic damage for 120 / 140 / 160 / 180% of the character's Magic Power or 105 / 120 / 135 / 150% of the character's Physical Power. Sun Seal Healing when attacking targets affected by Sun Seal changed to 12 / 16 / 20 / 25% (was 5 / 10 / 13 / 16%). Harad's Call Cooldown time reduced to 16 sec (was 20 sec). Damage scaling changed to 115 / 125 / 135 / 150% of Magic Power (was 140 / 145 / 155 / 170%). Stun duration changed to 1.5 / 2 / 2.5 / 3 sec (was 1 / 1.5 / 2 / 3 sec). Shackles of Justice Starting from level 3, the effect now also prevents targets from using skills (was level 4). Sacred Teaching Sacred Shield now additionally applies Sacred Teaching while the skill is active and for an additional 5 sec after it ends, increasing damage against monsters by 15%. Intercession Area of effect changed to 6 yards (was 5 yards). Healing changed to 85% of the character's Magic Power (was 100%). Effect cooldown changed to once per 1.5 sec (was once per 2 sec). Developer's Note: Paladin continues to shine in the PvP scene, especially in large-scale battles. However, it struggles in one-on-one encounters and does not reach its full potential in PvE. These changes are designed to address these shortcomings, especially for players who prefer physical builds. Mage Stone Shards Cooldown time increased to 16 sec (was 12 sec). Stun duration increased to 1.5 / 1.5 / 1.5 / 2 / 2 sec (was 1 / 1.1 / 1.2 / 1.35 / 1.5 sec). Damage scaling changed to 125 / 135 / 145 / 160 / 175% of Magic Power (was 110 / 115 / 120 / 130 / 140%). Illusionary Chains Skill Cooldown reduction is now applied as a separate effect. Roaring Flame Cooldown time reduced to 22 sec (was 25 sec). Stun will now activate from Scorch even if it is applied by another Mage. Aura of Fire The maximum Attack Speed reduction is now capped at 100%. Blazing Ground Cooldown time increased to 14 sec (was 13 sec). The flaming zone now causes magic damage every second to all enemies within the area of effect. When enemies leave the area, they are hit with a damage over time effect for 6 sec, causing magic damage every second. Damage scaling changed to 20 / 25 / 30 / 35% of Magic Power (was 15 / 20 / 25 / 30%). Fireball Now grants a 10 / 15 / 20 / 25 / 30% chance to apply the damage over time effect of Blazing Ground to the enemy. Magic Ban Cooldown time reduced to 22 sec (was 30 sec). Number of buffs removed from enemies changed to 1 / 1 / 2 / 2 (was 1 / 2 / 2 / 3). Time Absorption duration changed to 7 / 8 / 10 / 12 sec (was 8 / 10 / 12 / 14 sec). Buff duration reduction changed to 5 / 10 / 15 / 25% (was 20 / 30 / 40 / 50%). Removing skill buffs is no longer affected by the enemy's Resistance. Crystallization Cooldown time changed to 10 sec (was 8 sec). Excess Energy Effect power bonus changed to 14% (was 12%). Pyromaniac Health effect activation threshold changed to 80% (was 90%). Spatial Manipulation Effect duration changed to 14 sec (was 12 sec). Nature's Magic Effect duration changed to 14 sec (was 12 sec). Frostbolt + (Geomancy branch) Increases the power of the skill by 7.5% of the character's Magic Power. Developer's Note: Mage's damage output feels well-balanced in both large-scale battles and smaller skirmishes, and we're pleased with its performance. It's worth noting that Mage has a unique toolkit that can turn the tide of battle when used strategically. The redesign of Magic Ban should highlight Mage's untapped potential and inspire players to approach the class in innovative ways. Priest Word of Power Curse Oath duration changed to 6 / 6 / 6 / 8 / 8 sec (was 6 sec). Energy drain effect on enemies using skills changed to 100 / 115 / 135 / 155 / 180% (was 55 / 65 / 80 / 100 / 125%). Now deals damage for 120 / 125 / 135 / 145 / 160% of the character's Magic Power when Curse Oath ends. Truce While the skill is active, the character is immune to all harmful and control effects from the target. While the skill is active, the character deals 50% less damage to players and 25% less damage to monsters. Elusive Threat Effect duration changed to 4 / 5 / 6 / 7 sec (was 4 / 4.9 / 5.8 / 6.7 sec). Movement damage scaling changed to 55 / 65 / 75 / 90% of Magic Power (was 25 / 30 / 40 / 65%). Movement energy drain changed to 4 / 5 / 6 / 8% (was 2 / 3 / 4 / 5%). Fixed a bug where the skill would incorrectly damage targets when moving between locations. Exhausting Burden Cooldown time increased to 18 sec (was 14 sec). Now applies Under Protection to the character or ally for 3 / 3 / 4 / 5 sec in addition to Under Surveillance, reducing damage taken by 20 / 25 / 30 / 40%. Redemption Cooldown time increased to 34 sec (was 30 sec). Healing from this skill can no longer be critical. Number of harmful effects removed from targets changed to 2 / 2 / 3 / 4 (was 2 / 3 / 4 / 5). Payback Cooldown time reduced to 22 sec (was 26 sec). Holy Shield Shield strength scaling changed to 90 \ 100 \ 115 \ 130 \ 150% of Magic Power (was 50 \ 60 \ 85 \ 100 \ 120%). Mystic Mark Physical and Magic Defense reduction changed to 15 / 20 / 30 / 40% (was 15 / 20 / 25 / 30%). Punishment by Pain The source of damage is now attributed to the character dealing it, rather than always being assigned to the Priest. Illusion of Salvation Stun duration changed to 4 sec (was 2 sec). Remorse Number of removed harmful effects required to activate the talent changed to 3 (was 1). Developer's Note: As a hybrid class, Priest excels at supporting allies while dealing significant damage to enemies, a dynamic we'd like to encourage. However, the lack of robust defensive mechanics has become a notable weakness in the current meta. By reworking Exhausting Burden and Truce, we aim to make Priest more resilient and adaptable. Seeker Vanish Stun will now only apply from instant damage attacks. Movement speed bonus changed to 15 / 20 / 25 / 32 / 42% (was 15 / 20 / 25 / 30 / 35%). Exacerbation Cooldown time increased to 22 sec (was 10 sec). Attack Instinct Skill range changed to 2 yards (was 1 yard). Inner Rage Now increases Physical Power by 1% for every 6 / 5.5 / 4.5 / 3.5% of the character's missing health. The strongest effect remains active for 5 / 6 / 7 / 8 sec after health is restored above the threshold. Bloodthirst Cooldown time increased to 22 sec (was 18 sec). Damage scaling changed to 160 / 180 / 200 / 225% of Physical Power (was 135 / 145 / 160 / 180%). Dangerous Blow Bleeding damage scaling changed to 30 / 40 / 50 / 60% of Physical Power (was 45 / 50 / 60 / 70%). Stupefying Pain Inner Rage will now consistently increase Physical Power as if health is at 30% of maximum. The effect remains active regardless of health loss. Damage reduction bonus changed to 60% (was 55%). Inspiration + Penetration bonus changed to 0.3 / 0.6 / 1% (was 0.5 / 1 / 1.5%). Reverse Gravity Bonus duration changed to 6 sec (was 8 sec). Inner Rage + (Steel Storm branch) Effect power changed to 0.1% (was 2%). Inner Rage + (Righteous Fury branch) Effect power changed to 0.03 / 0.06 / 0.1% (was 1 / 1.5 / 2%). Blood Ablution Mechanics reworked: Now increases the damage rate of the damage over time effects from Dangerous Blow, Splitting Blow, and Scarlet Blade by 25%. The duration of the damage over time effects from Dangerous Blow, Splitting Blow, and Scarlet Blade will no longer reduce. Developer's Note: Seeker stands out as a damage-dealing powerhouse, and we want to reinforce that identity. One of the biggest issues was the reliance on Stupefying Pain to unlock the full potential of Inner Rage, which limited talent variety. The changes to Inner Rage are designed to make it more effective on its own, especially in PvP, and allow for more customization. Templar Blame Stun will now activate from Mute even if it is applied by another Templar. Damage scaling changed to 130 / 145 / 160 / 180 / 200% of Magic Power (was 115 / 130 / 145 / 160 / 175%). Touch of Truth Now instantly creates an aura of suppression around the character or ally. Reverse Flow The whirlwind will now activate independently for each enemy that enters it, but this can only occur once per 1.3 sec against each unique target. After hitting 3 / 3 / 4 / 5 / 6 targets on players, the whirlwind stops affecting enemies for 1.3 sec. Relics with chance-based activation on skill use will now only activate on the first hit against each unique target. Relics of Multiple Spells (Great Relic of Multiple Spells and Lesser Relic of Multiple Spells) now increase the number of times the effect occurs before the skill cooldowns. Particle of Life Summoned monsters now additionally inherit 100% of the character's attributes, including Attack Strength and Stun. Summoned monsters will no longer stop when they take damage. Grace Cooldown time reduced to 20 sec (was 25 sec). Harad's Teachings Now, each time an enemy is stunned, they take damage for 20 / 30 / 40 / 50% of the character's Physical Power or 30 / 40 / 50 / 65% of the character's Magic Power, based on the dominant damage type. Additionally, the character is healed for 20 / 25 / 30 / 40% of Magic Power, and the party member with the lowest health is healed for 15 / 18 / 21 / 25% of the character's Magic Power. The skill will now also activate even if Stun comes from a monster summoned by Particle of Life. Mantra of Healing Effect duration changed to 5 sec (was 3 / 4 / 5 / 6 sec). Movement speed reduction increased to 50 / 35 / 25 / 15% (was 65 / 50 / 40 / 30%). Healing changed to 1.5 / 2.5 / 4.5 / 6.5% of maximum health every second (was 2 / 3 / 4 / 5%). Combat Support Cooldown time reduced to 22 sec (was 25 sec). Solar Mark Aggression duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec). Stigma now ignores the Resistance check when applied. Wisdom of Overcoming Damage and healing from Harad's Teachings will now apply even if Stun is negated. Truth Insight Mechanics reworked: The effect of Grace now also applies to all party members within 9 yards, stacking up to 3 times. The power of the effect is reduced by 80%. Relentless Defender Summoned monsters now additionally inherit 100% of the character's attributes, including Attack Strength and Stun. Summoned monsters will no longer stop when they take damage. Harad's Teachings + (Stronghold of Faith branch) Physical Power bonus changed to 2.5% (was 5%). Harad's Teachings + (Oathkeeper branch) Now only increases the character's healing power. Skill bonus changed to 1 / 1.5 / 2% (was 1.5 / 3 / 4.5%). Divine Intent Effect duration changed to 14 sec (was 8 sec). Skill Cooldown bonus when using skills increased to 8% (was 4%). Blessed Step Effect duration changed to 14 sec (was 10 sec). Heavenly Anvil Resistance bonus changed to 2.5% (was 2%). Maximum effect changed to 10% (was 8%) Mechanics reworked: Heavenly Anvil now increases Resistance by 2% instead of Block chance. Heavenly Anvil duration increased to 15 sec (was 12 sec) Developer's Note: Templar has always been a class of extremes – dominant in some situations and severely underpowered in others. Our goal with these changes was to smooth out those extremes and make the class more reliable and versatile in different scenarios. We hope that these changes will inspire players to explore Templar's capabilities and find new ways to make it thrive. Firstborn Blade Dancer Vortex Blade Bleeding will now deal 6 / 9 / 12 / 16 / 20% more damage to player targets and 15 / 20 / 25 / 30 / 40% more damage to monster targets. Sap Effect duration changed to 8 / 9 / 10 / 12 / 14 sec (was 6 / 8 / 10 / 12 / 14 sec). Hamstring Cooldown time increased to 16 sec (was 15 sec). Deep Wound duration changed to 2 / 2.5 / 3 / 3.5 / 4 sec (was 3 / 3.5 / 4 / 4.5 / 5 sec). Rush Stun duration changed to 1.5 / 2 / 2.5 / 3 sec (was 2 / 2.5 / 3 / 3.5 sec). Spirit of Resistance Cooldown time reduced to 35 sec (was 40 sec). Unrestrained Onslaught Mechanics reworked: Now increases the duration of Stun from Rush by 12% for each monster hit and by 8% for each player hit, capped at 60%. Blade Dance The talent's effect no longer has an activation frequency. Weakness Suppression Now additionally grants 1 stack of Resistance applied to the character by Spirit of Resistance. Maximum chance to retain a stack of Resistance changed to 60% (was 50%). Chance to retain a stack of Resistance per harmful effect on the character changed to 15% (was 10%). Strike Onslaught Damage bonus for equipped one-handed swords or axes changed to 1.5% (was 2.5%). Maximum skill damage bonus changed to 12% (was 20%). Warrior's Craft Effect duration changed to 5 sec (was 4 sec). Vortex Blade + (Adventurer's Guild of Almahad) Now only increases the effect against monsters. Developer's Note: Blade Dancer has consistently performed exceptionally well in nearly every aspect of gameplay, with no major weaknesses to speak of, which naturally caught our attention. To address this, we've tweaked mechanics that were overly effective and improved less popular talent branches. These adjustments should encourage more diverse and creative builds. Ranger Piercing Anger Piercing Anger now increases the character's Critical Hit chance by 4 / 8 / 12 / 16%. Curbed Rage no longer increases the character's Critical Hit chance. Beast Trap Traps now prioritize hitting PvP targets over others. Explosive Trap Damage scaling changed to 115 / 130 / 150 / 170% of Magic Power (was 100 / 105 / 115 / 125%). Hail of Arrows Primary target damage scaling changed to 135 / 145 / 160 / 180% of Magic Power (was 110 / 120 / 135 / 150%). Bow Strike Stun duration changed to 2.5 / 3 / 4 / 5 sec (was 2 / 3 / 4 / 5 sec). Increased Danger Fixed a bug where the talent's effect would not be negated by effects that negate control effects. Blood Lotus Now reduces the damage penalty of Vengeful Shot when hitting secondary targets by 2%. Vengeful Shot cannot be blocked or dodged. Fire Volley Damage bonus for each yard between the character and the target changed to 6% against player targets and 8% against monster targets (was fixed at 10%). Bullseye Now increases the damage of Powerful Shot by 1.5% for each yard between the character and the target. Skill damage bonus based on target's remaining health changed to 1.5% (was 3%). Hail of Arrows + Skill Physical Power damage bonus changed to 9% (was 7.5%). Piercing Anger + (Adventurer's Guild of Almahad) Critical Hit chance bonus from skill's effect changed to 0.5 / 1% (was 0.15 / 0.25%). Hail of Arrows + (Adventurer's Guild of Almahad) Skill damage bonus changed to 4.5 / 9% of Physical Power (was 3.75 / 7.5%). Developer's Note: Ranger stands out as a top-tier damage dealer, and its trademark –long-range offensive skills – has proven highly effective over the past year. Since the class relies heavily on distance for defense due to a lack of other defensive tools, we plan to further refine and emphasize this defining trait. Druid Entangling Roots Effect duration changed to 2 / 2.5 / 3 / 4 / 5 sec (was 2.5 / 3 / 4 / 5 / 6 sec). Starting from level 3, the effect now also prevents targets from using skills (was level 4). Power of Water Fixed a bug where the range of the skill was less than described. Effect duration changed to 4 / 5 / 6 / 8 sec (was 3 / 4 / 5 / 6 sec). Elemental Support Summoned monsters now inherit 100% of the character's attributes, including Attack Strength. When leaving combat, summoned monsters will patrol an area within 3 yards of their last position. Forest Song Fixed a bug where the range of the skill was less than described. Tornado Cooldown time increased to 24 sec (was 20 sec). Movement speed reduction changed to 10 / 15 / 20 / 30% (was 20 / 25 / 30 / 40%). Secret Link Skill range changed to 5 yards (was 4 yards). Punitive Roots Physical and Magic Power reduction changed to 55 / 65 / 75 / 90% (was 35 / 45 / 55 / 70%). Healing Barrier Cooldown time reduced to 28 sec (was 35 sec). Windstorm Mechanics reworked: Tornado now deals 15% more damage and applies Stun for 1.5 sec to enemies affected by Power of Water. Damage will no longer stop enemies. Stun will no longer reapply when resisted. Thorn Bush Now generates aggression for the character or ally under Barskin. Myriads of the Forest Physical and Magic Power bonus for party members is now capped at 12.5%. Now only increases Physical and Magic Power for buffs granted by class skills. Insight Removed penalties that limited health regeneration and reduced skill's duration. Life Source Cooldown time changed to 14 sec (was 12 sec). Water Spirit Base movement speed of summoned monsters increased. Summoned monsters will no longer receive a speed boost when they enter combat. Power of Water + Effect duration bonus changed to 1 sec (was 0.7 sec). Verdant Power Now increases Physical and Magic Power for the character and party members. Emerald Scales Missing health effect activation threshold changed to 25% (was 20%). Developer's Note: This year, Druid got a lot of attention for the powerful interaction between Tornado and Windstorm. While this combo often overwhelmed opponents, we wanted to preserve its essence. Rather than overhauling it, we've made it harder to execute. With the right strategy, this combination remains a formidable weapon in Druid's toolkit. Warden Powerful Blow Damage scaling changed to 120 / 125 / 130 / 135 / 145% of Physical Power (was 115 / 120 / 125 / 130 / 135%). Wave of Aggression Healing changed to 6 / 7 / 8 / 10 / 12% of maximum health (was 4 / 6 / 8 / 10 / 12%). Punishment Skill range changed to 1 / 1 / 2 / 2 / 2 yards (was 1 yard). Defense Mastery (previously Block Master) Battle Thrill will now also apply for each attack parried or dodged while under Fortification. Base healing changed to 5 / 6 / 8 / 10% of maximum health (was 2 / 4 / 6 / 8%). Additional healing changed to 2 / 2.5 / 3 / 4% of maximum health (was 1 / 2 / 3 / 4%). Switcheroo Now additionally increases the enemy's damage taken by 8 / 10 / 13 / 16% for 6 / 7 / 8 / 10 sec. Stun duration changed to 3 / 4 / 5 / 6 sec (was 4 / 5 / 6 / 8 sec). Warden's Protection Now applies Warden's Protection to all party members in the same location. The power of the effect is reduced by 10% for each additional party member. Channeled damage from allies to character changed to 50 / 45 / 35 / 25% (was 80 / 70 / 60 / 50%). Natural Resistance Skill type changed to Passive. Warden's Fury Aggression duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec). Fixed an error in the skill description where the maximum number of player targets was incorrect. Fortification Effect power changed to 16 / 22 / 28 / 34% (was 10 / 18 / 25 / 30%). Powerful Lunge Cooldown time increased to 16 sec (was 13 sec). Damage scaling changed to 160 / 180 / 205 / 235% of Physical Power (was 125 / 145 / 165 / 190%). Damage bonus per target hit changed to 25 / 30 / 35 / 40% (was 20 / 25 / 30 / 35%). Shield Throw Skill range changed to 4 yards (was 3 yards). Inner Harmony Mechanics reworked: Natural Resistance now reduces the duration of harmful effects applied to the character by 2% and the duration of control effects by 1% for every 5% of the character's Resistance. Wrathweaver (formerly Constriction) Mechanics reworked: Warden's Fury now also applies Coercion to enemies for 4 sec, preventing them from using skills and taunting them to attack the character. Warden's Protection + (Unbridled Will branch) Adds 3% to the skill's effect. Developer's Note: Warden has recently been perceived as a mixed bag by players, so we've been working to improve its consistency and utility, especially in team settings and large-scale PvP battles. These changes are intended to make Warden more appealing and give you new ways to maximize its potential. Beastmaster Order to Attack Moon Monster movement speed bonus changed to 10 / 15 / 20 / 25 / 30% (was 5 / 10 / 15 / 25 / 30%). Moon Monster Physical Power bonus changed to 10 / 15 / 25 / 30 / 40% (was 5 / 10 / 15 / 20 / 25%). Back to the Roots Now additionally removes all harmful effects from the Moon Monster. Beast Awakening The summoned monster will no longer stop when it takes damage. Moon Touch Increased damage taken by target from Moon Monster changed to 7 / 9 / 11 / 13 / 15% (was 5 / 7 / 10 / 13 / 15%). Moonlight Maximum stacks on a single target increased to 3 (was 2). Chain Lightning + Stun duration effect changed to 0.2 / 0.4 / 0.6 sec (was 0.3 / 0.6 / 1 sec). Developer's Note: As a hybrid class, Beastmaster thrives on its adaptability, allowing it to remain effective regardless of meta shifts. Because of this versatility, no major changes were necessary. However, we recognize the long-standing concern about the survivability of the Moon Monster in large-scale PvP. Addressing this issue requires significant updates to the summoning mechanics, so this fix will take time. We plan to revisit it in an upcoming update. Mountain Clans Barbarian Strong Blow Damage scaling changed to 120 / 125 / 130 / 135 / 145% of Physical Power (was 115 / 120 / 125 / 130 / 135%). Roar Cooldown time increased to 18 sec (was 15 sec). Effect duration changed to 8 / 9 / 10 / 12 / 14 sec (was 6 / 7 / 8 / 9 / 10 sec). Stone Skin Parried attacks now also accelerate the effect. Last Wish Fixed a bug where switching skill sets would reset the cooldown of the skill's effect. Damage reduction bonus changed to 30 / 40 / 50 / 60% (was 50 / 65 / 80 / 95%). Effect cooldown time changed to 70 sec (was 90 sec). The cooldown for the effect will now begin after it ends and will be reduced by the character's Skill Cooldown. Warcry Aggression application range changed to 3 yards around the character. The skill will no longer reduce the cooldown of Last Wish for each enemy hit. Aggression duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec). Mountain Protection duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec). Defeat Skill description corrected: Targets affected by Bleeding now take an additional 20 / 25 / 35 / 50% damage. Actual damage remains unchanged. Damage to targets within 1 yard of the primary target changed to 80 / 90 / 105 / 125% (was 70 / 75 / 85 / 100%). Scream of Fury Cooldown time reduced to 14 sec (was 16 sec). Burst Ears duration changed to 6 / 7 / 8 / 10 sec (was 6 / 8 / 10 / 12 sec). Durable Plates Fixed a bug where changing equipment would incorrectly change the character's remaining health. Furious Cry When reactivated, Roar will now prioritize new targets when applying the harmful effect. Reactivation of Roar can now also activate relics. Demoralization Mechanics reworked: Scream of Fury now also applies Coercion to enemies for 1.5 sec, preventing them from using skills and taunting them to attack the character. Persistent Resistance Now modifies the Barbarian Nature skill. Mechanics reworked: While Barbarian Nature is on cooldown, its cooldown is reduced by 2 sec if the character receives a non-control harmful effect, and by 3 sec if the character is hit by a control effect. Bastion Fixed a bug where the talent would continue to affect allies after they left the party. Area of effect changed to 6 yards (was 5 yards). Buffering Effect duration changed to 14 sec (was 10 sec). Last Wish + (Adventurer's Guild of Almahad) The skill's effect reduces damage taken by the character by an additional 5%. Nemesis Minimum damage bonus changed to 4% (was 3%). Grim Resolve Fixed a bug where healing from the Stun bonus wouldn't apply. Developer's Note: Barbarian has long been one of the most consistent classes, delivering strong performance year after year. Recent improvements to its defensive capabilities have further solidified its effectiveness. However, this year's tweaks focused on a different area: enhancing Barbarian's role in massive PvP battles. We're hopeful that these changes will reinforce its standing and improve its contribution to large-scale combat scenarios. Rogue Dodging Now, when activated while Stealth is active, the duration of the effect is increased by 2 / 3 / 4 / 5 / 6 sec. Poison Blades Poisoning now applies to all enemies hit. Poisoning damage is reduced by 10% (up to 60%) for each additional target hit. New Skill: Ruthlessness (replaces Sinister Strike) Type: Passive Increases the character's damage by 1% for every 6 / 5 / 4 / 3% of the target's missing health. Elusive Jump Skill damage bonus against targets affected by Poison Blades changed to 15 / 20 / 30 / 40% (was 5 / 10 / 20 / 40%). Ricochet New skill animation added. Blade Shard Additional Steel Flurry attacks now prioritize hitting random PvP targets over others. Tirelessness Fixed a bug where the Accuracy reduction effect would not work as intended. Murderous Thirst The talent will now activate when the character has Ruthlessness. Blade Tornado Fixed animation bug when attacking additional targets. Quick Kill Critical damage bonus attrition changed to 4% (was 6%). Minimum critical damage bonus changed to 8% (was 6%). Ruthlessness + (replaces Sinister Strike +) Increases the damage bonus of the skill by 0.05% (was 0.1%). Developer's Note: Renowned for its ability to quickly take down single targets, Rogue is the essence of a high-damage assassin, and we love that aspect of the class. Our goal is to further refine this role, making Rogue the ultimate choice for precision strikes. At the same time, we've taken steps to improve its impact in larger battles, particularly PvP skirmishes, so that it feels more versatile and valuable in those situations. Shaman Lightning Blast Cooldown time increased to 16 sec (was 15 sec). The target will now wander within 2 yards. Effect duration changed to 2.5 / 3 / 3.5 / 4 / 4.5 sec (was 1 / 1.9 / 2.8 / 3.7 / 4.6 sec). Earthquake Cooldown time increased to 16 sec (was 15 sec). Damage scaling changed to 120 / 125 / 135 / 145 / 160% of Magic Power (was 115 / 120 / 125 / 135 / 145%). Attack Speed reduction changed to 16 / 19 / 22 / 26 / 30% (was 12 / 14 / 16 / 18 / 20%). Totem of Weakness Totem no longer reduces Critical Hit chance. Instead, it reduces healing received by 10 / 12 / 16 / 20% for all enemies within 3 yards. Ancestors' Hand Cooldown time reduced to 22 sec (was 25 sec). This skill can now target the user. When used on yourself, Protective Cascade is applied to the character and party members within 6 yards for 8 / 10 / 12 / 14 sec, absorbing damage equal to 90 / 105 / 120 / 140% of the character's Magic Power. Protective Field duration changed to 8 / 10 / 12 / 14 sec (was 6.2 / 7.9 / 9.6 / 11.3 sec). Lightning Shield Effect duration changed to 9 / 11 / 13 / 16 sec (was 10 / 12 / 16 / 20 sec). Shamanic Cleansing Effect duration changed to 4 / 5 / 6 / 7 sec (was 5 / 6 / 7 / 8 sec). Deathly Silence Fixed a bug where the talent's effect would activate even if the skill's effect was resisted. Ancestral Generosity The effect of Tribe Ritual is now reduced by 6% for each party member, instead of a fixed 30% reduction regardless of party size. Favor of the Spirits Mechanics reworked: Healing Totem now has a 1% chance to heal twice for every 3% of the target's missing health. Viscous Shell The talent's effect will now generate aggression on the character affected by Earth Protection. Lightning Blast + (Occultism branch) Fixed a bug where the talent would not work properly. Stormkeeper Effect duration changed to 14 sec (was 12 sec). Lunar Eclipse Cooldown reduction changed to 16% (was 18%). Heaven's Fury Skill Cooldown required to activate the bonus changed to 30% (was 35%). Developer's Note: This year has been a strong one for Shaman, who has excelled as both a support and damage-dealing class. Its damage potential is impressive, and we want to make sure it stays that way. While no major changes to the class were necessary, we focused on making it more intuitive, especially in its support role. Hunter Sapping Shot Cooldown time increased to 22 sec (was 21 sec). Mountain Blessing Health effect activation threshold changed to 80 / 70 / 60 / 50% of maximum health (was 90 / 80 / 70 / 60%). Arrow of Confusion Skill range changed to 3 yards (was 4 yards). Effect duration changed to 2.5 / 3 / 4 / 5 sec (was 1.5 / 2.5 / 3.5 / 4 sec). Arrow of Silence Skill range changed to 5 yards (was 4 yards). Combat Stance Cooldown time increased to 22 sec (was 8 sec). Pathfinder's Arrow Cooldown time reduced to 18 sec (was 22 sec). Forester's Trap Skill damage changed to 75 / 85 / 95 / 110% (was 60 / 65 / 70 / 80%). Streamlined Shot Now additionally reduces the damage penalty of Pathfinder's Arrow when hitting secondary targets by 2%. Pathfinder's Arrow cannot be blocked or dodged. Double Profit (Self-Propelled Artillery branch) Increases the damage of Sapping Shot against players by 50% and against monsters by 70%, scaling with the character's Skill Cooldown. Arrow of Confusion + Effect duration bonus changed to 0.2 / 0.4 / 0.6% (was 0.3 / 0.6 / 1 sec). Developer's Note: Hunter is designed to deal steady, effective damage, and use its wide range of skills to wear down opponents. However, one combo – Sapping Shot paired with Double Profit – stood out as being too strong, especially in one-on-one PvP encounters. Its overwhelming burst damage often ended fights prematurely, which disrupted the balance and enjoyment for other players. To address this, we've adjusted the combo's effectiveness to maintain a fair and enjoyable PvP environment. Chieftain Wolf Alacrity Cooldown time reduced to 12 sec (was 18 sec). The skill will now only go on cooldown when the effect ends or the skill is manually deactivated. The next successful auto-attack under this effect will now additionally apply Stun to the enemy for 1 / 1 / 1.5 / 1.5 / 1.5 sec. The duration of Bleeding will no longer increase based on the remaining duration of Wolf Alacrity. Wolf Alacrity duration changed to 6 / 7 / 8 / 10 / 12 sec (was 4 / 5.5 / 7 / 8.5 / 10 sec). Bleeding will now cause physical damage for 20 / 25 / 30 / 35 / 40% of the character's Physical Power or 25 / 30 / 35 / 40 / 45% of the character's Magic Power every 2 sec, based on the dominant damage type. Slowdown duration changed to 3 / 3 / 4 / 5 / 6 sec (was 2 / 2 / 3 / 4 / 4 sec). Movement speed bonus changed to 20 / 25 / 30 / 37 / 47% (was 10 / 20 / 30 / 40 / 50%). Blow of the Spirits Now deals magic damage equal to the combined percentage of the character's Magic and Physical Power. Damage scaling changed to 45 / 50 / 55 / 65 / 75% of Physical Power (was 110 / 115 / 120 / 125 / 130%). Damage scaling changed to 125 / 130 / 135 / 145 / 155% of Magic Power (was 130 / 140 / 150 / 165 / 175%). Thrashing Attack Speed penalty changed to 8 / 12 / 16 / 22 / 30% (was 10 / 15 / 20 / 30 / 40%). Physical Power and Magic Power penalty changed to 10 / 15 / 20 / 25 / 30% (was 10 / 15 / 20 / 25 / 35%). Eagle Eye Cooldown time increased to 16 sec (was 14 sec). Now additionally deals instant magic damage for 30 / 40 / 45 / 50 / 60% of the character's Magic Power to all enemies within 1 yard. Eagle Eye duration is now capped at 10 sec. Relics with chance-based activation on damage will now only activate on the first hit against each unique target. Frenzy Number of attacks in the series changed to 3 / 4 / 4 / 5 (was 3 / 3 / 4 / 5). Plague Curse Skill damage will no longer interrupt PvP targets. Rugged Hide Skill type changed to Passive. Damage reduction changed to 8 / 10 / 12 / 14% (was 8 / 12 / 16 / 20%). Spiritual Purification The skill will no longer restore a percentage of maximum energy. Now additionally applies Spiritual Purification to the character for 8 / 9 / 10 / 12 sec, increasing the duration of skill and relic buffs by 5 / 7 / 10 / 15%. Skill buffs removed from enemies changed to 1 / 1 / 2 / 2 effects (was 1 / 2 / 2 / 3 effects). Buff removal will now bypass the Resistance check. Cat Reflexes Accuracy bonus changed to 4 / 6 / 8 / 10% (was 6 / 7 / 8 / 9%). Critical Hit chance bonus changed to 8 / 10 / 12 / 14% (was 10 / 12 / 14 / 16%). Additional Accuracy bonus changed to 6 / 8 / 10 / 12% (was 7 / 8 / 9 / 10%). Additional Accuracy bonus duration changed to 6 sec (was 4 / 5 / 6 / 7 sec). Ignition Swooping Army will now additionally apply Slowdown to affected enemies for its duration. Slowdown reduces movement speed by 20%. Burning application chance on enemies increased to 100% (was 30%). Burning damage scaling changed to 15% of Magic Power (was 25%). Bloody Rain Eagle Eye can now apply a maximum of 3 stacks of Bleeding per target. Wildlife Ferocity Now additionally increases Penetration by 2%, Critical Hit chance by 3%, and Physical and Magic Defense by 6%, based on relevant clans. Wolf Alacrity + The skill's effect increases movement speed by an additional 1 / 2 / 3%. Resonating Strikes The talent will no longer interact with Wolf Alacrity. Number of auto-attacks required to activate the effect changed to 1 (was 2). Physical and Magic Power bonus changed to 12% (was 15%). Blow of the Spirits + (Assassin's Guild of Almahad) Physical Power damage bonus changed to 2.25 / 4.5% (was 4.5 / 9%). Rugged Hide + (Assassin's Guild of Almahad) Adds 1 / 2% to the skill's effect. Developer's Note: Chieftain has been a hot topic among players and developers due to its mixed performance, especially when combined with the non-class skill Magic Extension. This attention was well-deserved, as the class had unique strengths that sometimes overshadowed others. We've worked to balance these elements while maintaining Chieftain's distinctive appeal and ensuring that it remains fun to play. These changes are designed to provide new ways to approach character development, encourage experimentation with lesser-used talent branches, and promote different strategies for success. Notably, Chieftain is introducing a new mechanic that limits the maximum duration of certain effects, and we're looking forward to expanding this system to other classes in the future. Forsaken Death Knight Dark Shield Every attack is now guaranteed to activate the skill's effect. Damage reduction is now capped at 35 / 40 / 45 / 55 / 70% of the original damage. Thorn of Death Damage scaling changed to 120 / 125 / 130 / 135 / 145% of Physical Power (was 115 / 120 / 125 / 130 / 135%). Secret Reserves Mechanics reworked: When the character's health drops to 20 / 25 / 30 / 35% of maximum, now heals for 25 / 30 / 40 / 50% of Health Steal every 2 sec for 8 sec. Effect cooldown changed to once per 70 sec (was once per 90 sec). Cooldown now begins after the effect ends and is further reduced by the character's Skill Cooldown. Knight's Curse When Kiss of Death ends, all enemies within 1 yard of the target take additional physical damage for 100 / 115 / 135 / 160% of the character's Physical Power. Death Call Stun will no longer reapply when resisted. Duration of Aggression and Death Call changed to 6 / 6 / 8 / 10 sec (was 6 sec). Stun interval and duration changed to every 2 sec for 0.5 sec (was every 1.5 sec for 0.3 / 0.35 / 0.4 / 0.5 sec). Removed the effect that reduced the cooldown of Secret Reserves by 0.3 / 0.4 / 0.5 / 0.6 sec for each Stun applied. Sharp Shadow Skill range changed to 2 yards (was 3 yards). Healing scaling changed to 7 / 9 / 11 / 14% of maximum health (was 8 / 10 / 13 / 16%). Damage scaling changed to 135 / 145 / 160 / 180% of Magic Power (was 125 / 135 / 145 / 160%). Damage scaling changed to 50 / 55 / 65 / 80% of Physical Power (was 55 / 65 / 75 / 90%). Bounty of Death The effect of Aura of Hatred is now reduced by 6% for each party member affected, instead of a fixed 75% reduction regardless of party size. Unyielding Bulwark (previously Embodiment of Power, Unshakeable Darkness branch) Mechanics reworked: Now reduces the duration of control effects applied to the character by 0.5% for every 600 Physical Defense while wielding a shield. The character's Physical Defense is increased by 15%. Echo of the Forsaken Mechanics added: Knight's Curse will no longer deal physical damage when Kiss of Death ends. Dark Shield + Increases the maximum damage reduction cap by 5% of the damage taken. Health Regeneration: Rank II (Unshakeable Darkness branch) replaced with Parry: Rank II Increases the character's Parry chance by 0.5 / 0.75 / 1 / 1.25%. Secret Reserves + (Unshakeable Darkness branch) replaced with Thorn of Death + Increases the power of the skill by 2.5 / 5 / 7.5% of the character's Physical Power. Blood Protection + (Unshakeable Darkness branch) Bonus to the skill's effect changed to 1 / 2 / 4% (was 2 / 4 / 6%). Thorn of Death + (Vampiric Nature branch) replaced with Secret Reserves + Increases the healing power of the skill by 1 / 1.5 / 2.5%. Developer's Note: Death Knight has become one of the most durable tanks in the game, sometimes performing too well in certain scenarios. Previously, the class relied on two different defensive parameters: Health Regeneration and Health Steal. To simplify character builds and reduce the reliance on Health Regeneration for a single skill, we've removed it from the class's mechanics. Moving forward, Health Steal will be the foundation of its defensive toolkit. On the offensive side, physical builds have lacked a cornerstone skill to define their playstyle. Knight's Curse now fills that void, adding much-needed depth. These updates aim to refresh the class and provide a smoother, more versatile experience. Warlock New Skill: Spirit Steal (replaces Bloody Tribute) Type: Passive Drains 3 / 4 / 5 / 6% of the target's maximum energy when dealing instant damage, and 1 / 1.25 / 1.5 / 2% of the target's remaining energy when dealing damage over time, restoring 100% of the drained energy to the character. Skill progression increases the power of the effect. Wither Mechanics reworked: Now applies Wither to the enemy for 5 sec, reducing their movement speed by 5 / 10 / 15 / 20% every second. When the effect ends, the target receives Stun for 2 / 2.5 / 3 / 4 sec. If the target is affected by Pool of Darkness, Wither ends prematurely and applies Stun to the character, increasing the duration by 0.2 / 0.3 / 0.4 / 0.5 sec for every 25% of the target's missing energy. Skill progression increases the power and duration of the effect. Shadow Sphere Removed the effect where the character would also drain an additional 20 / 25 / 30 / 35% of the enemy's maximum energy when affected by Restful Might. Weakness Zone Defense reduction is now applied as a separate harmful effect. Pool of Darkness The smoldering zone now deals magic damage over time for 15 / 20 / 25 / 30 / 35% of the character's Magic Power every second to all enemies within the area of effect. When enemies leave the area for the first time, they are hit with a damage over time effect for 5 sec, causing magic damage for 15 / 20 / 25 / 30 / 35% of the character's Magic Power every second. Grimoire Increased healing from Life Drain will now activate regardless of the sequence in which skills are used. Stone Body Effect duration changed to 6 sec (was 4 / 6 / 8 / 10 sec). Healing changed to 9 / 11 / 13 / 18% (was 6 / 8 / 10 / 12%). Energy restoration changed to 16 / 18 / 21 / 24% (was 12 / 14 / 16 / 20%). Dark Seal Skill range changed to 5 yards (was 4 yards). Dark Alchemy Now additionally increases the character's maximum energy by 1 point per character level. Bonus from enchanting cloaks, helmets, and armor with the Crystal of Wisdom changed to 6 levels (was 12 levels). Energy Barrier Automatic effect deactivation threshold changed to 15% of maximum energy (was 20%). Acid Tread Skill damage penalty changed to 30% (was 35%). Inevitable Demise Bypassed enemy's Resistance changed to 30% (was 35%). Underworld Flame Damage scaling changed to 40% of Magic Power (was 25%). Spirit Steal + (replaces Bloody Tribute +) Increases the energy drained from the target by an additional 0.6%. Developer's Note: Warlock's reliance on energy as a core resource continues to be a defining feature. Each year, we've worked to refine these mechanics, and this time we focused on revising how the class interacts with enemy energy. As part of this effort, Warlock now has a new passive skill designed to frustrate enemies in both duels and large-scale PvP battles. Necromancer Fateful Link Channeled damage is now only affected by the target's defensive attributes. Channeled damage reduced to 5 / 7 / 9 / 12% (was 8 / 10 / 12 / 15%). The skill's effect now ignores the Resistance check when applied. Infection Targets affected by Fateful Link are now guaranteed to receive the skill's effect. The skill will now affect targets under Fateful Link even if it is applied by another Necromancer. Damage to additional targets affected by Fateful Link is now reduced by 70 / 65 / 60 / 50%. Infection duration changed to 14 sec (was 8 / 10 / 12 / 14 sec). Dead Soldier Totem's lifespan changed to 8 / 12 / 16 / 20 sec (was 11 / 16 / 21 / 26 sec). Monster summoning interval changed to every 4 sec (was every 5 sec). Summoning range changed to 2 yards around Totem (was 3 yards). Summoned monsters now inherit 100% of the character's attributes, including Critical Hit, Critical Hit Strength, Penetration, Ferocity, Attack Strength, Depths' Fury, Piercing Attack, Resilience, Resistance, Solidity, and Dodge. Summoned monsters will no longer stop when they take damage. Aggression radius of summoned monsters reduced to 4 yards (was 5 yards). Damage and health of regular summoned monsters increased by approximately 40%. Damage and health of enhanced summoned monsters increased by approximately 40%. Panic Fixed a bug where the skill would activate in the wrong area. Effect duration changed to 2.5 / 3 / 4 / 5 sec (was 1.5 / 2 / 3 / 4.5 sec). Bone Shield Shield strength scaling changed to 90 \ 100 \ 115 \ 130 \ 150% of Magic Power (was 50 \ 60 \ 85 \ 100 \ 120%). Poisonous Shield Maximum stacks on a single target changed to 1 (was 2). When a Necromancer applies an effect to a target that already has it, the effect is now extended instead of overwritten. Poison Spittle Duration of Poisoning changed to 8 sec (was 6 sec). Acid Rain Cooldown time reduced to 22 sec (was 25 sec). Movement speed reduction changed to 20 / 25 / 30 / 40% (was 20 / 30 / 40 / 50%). Pleasure of Pain The source of damage is now attributed to the character dealing it, rather than always being assigned to the Necromancer. Cleansing Filth The talent will no longer remove damage over time effects from the target. Undead Army Summoned monsters now inherit 100% of the character's attributes, including Critical Hit, Critical Hit Strength, Penetration, Ferocity, Attack Strength, Depths' Fury, Piercing Attack, Resilience, Resistance, Solidity, and Dodge. Damage and health of regular summoned monsters reduced by approximately 35%. Base movement speed of summoned monsters increased. Summoned monsters will no longer receive a speed boost when they enter combat. The damage and health of enhanced summoned monsters remain unchanged. Pestilence No longer increases the chance to apply the effect to targets affected by Fateful Link. Now reduces the damage penalty to additional targets affected by Fateful Link by 25%. Undead Obedience Fixed a bug where summoned monsters would not attack the target affected by the talent. Summoned creatures will now focus on marked enemies even if the effect is resisted. Damage bonus changed to 20% (was 15%). Ruthless Extermination Mechanics reworked: Applies Ruthless Extermination to all monsters within 5 yards every 2 sec for 6 sec, increasing the critical damage they take by 15%. Engulfing Cold The talent's effect is now classified as a control effect. Developer's Note: Necromancer has consistently shined as a reliable support class, but has struggled with uneven performance in other areas. To address this, we've made improvements across the board, especially for both small-scale and large-scale combat scenarios. One key change is the redesign of the summoned skeletons, which are now much stronger and pose a much greater threat to enemies. Charmer Call Summoned monsters now fully inherit the character's Attack Strength. When leaving combat, summoned monsters will patrol an area within 3 yards of their last position. Summoned monsters will no longer stop when they take damage. Dark Prism Damage scaling changed to 105 / 110 / 115 / 120 / 125% of Physical Power (was 115 / 120 / 125 / 130 / 135%). Damage scaling changed to 120 / 125 / 130 / 135 / 140% of Magic Power (was 110 / 115 / 120 / 125 / 130%). Oppression Damage scaling changed to 65 / 70 / 75 / 85 / 100% of Magic Power (was 50 / 55 / 60 / 65 / 70%). Chaotic Assistance Summoned monsters now fully inherit the character's Attack Strength. Base movement speed of summoned monsters increased. Summoned monsters will no longer receive a speed boost when they enter combat. Dead Man's Knowledge Skill damage can now critically strike. Otherworldly Blessing Cooldown time reduced to 28 sec (was 35 sec). Otherworldly Fire Damage scaling changed to 60 / 65 / 75 / 90% of Magic Power (was 50 / 55 / 65 / 80%). Goading Aggression duration changed to 6 / 7 / 8 / 10 sec (was 6 / 7 / 8 / 9 sec). Heavy Load duration changed to 6 / 7 / 8 / 10 sec (was 4 / 5 / 7 / 9 sec). Spawn of Gloom Summoned monsters now fully inherit the character's Attack Strength. Maximum stacks on a single target increased to 2 (was 1). Summoned monsters will no longer stop when they take damage. Base movement speed of summoned monsters increased. Summoned monsters will no longer receive a speed boost when they enter combat. Demonic Ties Now additionally reduces damage taken by monsters summoned by Call and Chaotic Assistance by 1% for every 10% of the character's remaining health. Plagued Minion Now, when a monster summoned by Call dies or disappears, it additionally deals physical damage for 45% of the character's Physical Power to all enemies within 1 yard. The cursed area now causes magic damage for 25% of the character's Magic Power to all enemies within the area of effect every 2 sec. Bonds of Life Redirected damage multiplier to monsters changed to 250% (was 300%). Darkness Embrace Skill damage bonus changed to 100% (was 80%). Claw Swarm Talent's effect chance changed to 10% (was 8%). Unwavering Devotion Fixed a bug where the talent's effect would incorrectly apply to the character when summoned monsters died from damage caused by Bonds of Life. Developer's Note: Charmer had an impressive showing last year, highlighting the strength and flexibility of physical builds that outshined their magical counterparts. To bring more balance to the class, we've focused on increasing its magic potential, with a particular emphasis on improving the magic-based talent branch to make it more appealing. Reaper Black Spot Cooldown time reduced to 22 sec (was 28 sec). Mechanics reworked: Now applies Black Spot to the enemy for 5 sec. When the effect ends, the target receives Stun for 2 / 2.5 / 3 / 4 sec, and when it wears off, Black Spot spreads to 2 additional enemies within 2 yards of the target, repeating twice. Affects up to 7 targets. In demonic form, the duration of Black Spot is reduced to 0.2 sec. Revenge Channeled damage is now only affected by the target's defensive attributes. Reflected damage changed to 30 / 35 / 40 / 50% (was 50 / 56 / 62 / 70%). Approaching Madness The skill's effect now generates 1 (up to a total of 4 / 5 / 6 / 8) Hate when the character takes instant damage once per 2 sec. Hate gained from using the skill changed to 3 / 4 / 5 / 6 points (was 4 / 5 / 6 / 7 points). Explosion of Chaos Damage scaling changed to 130 / 135 / 145 / 160% of Physical Power (was 120 / 125 / 130 / 140%). Demonic Charm The talent will no longer remove damage over time effects from the character. Fixed a bug where deactivating this talent would reset its cooldown timer. Defiance of Death The talent will now also remove Imminent Death when Demonic Appearance is activated with the Partial Metamorphosis talent enabled. Devastating Flash Bonus damage caused by Explosion of Chaos changed to 20% (was 15%). Black Spot + Increases the duration of the skill's Stun by 0.5 sec. Revenge + Skill power bonus changed to 5% (was 7%). Developer's Note: While Reaper has excelled at its core role, it struggled with two underwhelming expert skills that saw limited use. This lack of diversity led to repetitive builds and limited the class's potential, which contradicted our goal of offering multiple progression paths for each class. To address this, we've reworked Revenge and Black Spot to make them more powerful and viable, and we hope these changes will inspire you to explore new builds and unlock the full power of Reaper in different situations. While the test server is live, your feedback will be invaluable in ensuring that all updated class skills and talents work as intended. The feedback and data collected during this phase may lead to further adjustments as needed. Your input and active participation in the testing process are greatly appreciated! See you in the game! The Warspear Online Team Shimarin 1 Link to comment Share on other sites More sharing options...
Administrators LeeLoo 2499 Posted December 11, 2024 Author Administrators Share Posted December 11, 2024 Shimarin 1 Link to comment Share on other sites More sharing options...
Administrators Shimarin 738 Posted December 11, 2024 Administrators Share Posted December 11, 2024 Link to comment Share on other sites More sharing options...
noro5825 68 Posted December 11, 2024 Share Posted December 11, 2024 better make this stack 2 per Beastmaster on single target and not total of 3 per single target. otherwise its a useless skill. Link to comment Share on other sites More sharing options...
Zurp 482 Posted December 11, 2024 Share Posted December 11, 2024 Yall are lacking imagination with bm. 2 years and only changes you can come up with are number changes... Salazam 1 Link to comment Share on other sites More sharing options...
Wuuzurd Balls 26 Posted December 11, 2024 Share Posted December 11, 2024 3 hours ago, LeeLoo said: Harad's Teachings Now, each time an enemy is stunned, they take damage for 20 / 30 / 40 / 50% of the character's Physical Power or 30 / 40 / 50 / 65% of the character's Magic Power, based on the dominant damage type. Additionally, the character is healed for 20 / 25 / 30 / 40% of Magic Power, and the party member with the lowest health is healed for 15 / 18 / 21 / 25% of the character's Magic Power. The skill will now also activate even if Stun comes from a monster summoned by Particle of Life. Getting a 25% nerf to self healing when its already impossible to stay alive on a magic templar with everyone "resisting ur heals" will kill off every single magic and hybrid templar. 3 hours ago, LeeLoo said: Truth Insight Mechanics reworked: The effect of Grace now also applies to all party members within 9 yards, stacking up to 5 times. The power of the effect is reduced by 90%. This also seems good on paper but it should give higher damage buff to the templar himself to keep it to around the same as the old grace if these changes go on templar will have 0 chances in both pvp and pve 3 hours ago, LeeLoo said: Touch of Truth Now instantly creates an aura of suppression around the character or ally. Will the talent get changed too? since this is the only thing the talent does at the moment, or will templars just have a dead talent that does nothing? Illya and Geralti 1 1 Link to comment Share on other sites More sharing options...
hitmanz 6 Posted December 11, 2024 Share Posted December 11, 2024 Good job team. me prove that my complaint not wrong. the barb skill many fix becouse of bug, not broken. Link to comment Share on other sites More sharing options...
BlacklistEU 26 Posted December 11, 2024 Share Posted December 11, 2024 wtf is that, u remove the best skill from rogues, sinister strike was best pvp skill that remove life steal from enemies, why u destroy? rework useless kick in the back and dodge quenster and Shax 1 1 Link to comment Share on other sites More sharing options...
BRMC-Sun 5 Posted December 11, 2024 Share Posted December 11, 2024 4 hours ago, LeeLoo said: Wolf Alacrity Cooldown time reduced to 14 sec (was 18 sec). The skill will now only go on cooldown when the effect ends or the skill is manually deactivated. The next successful auto-attack under this effect will now additionally apply Stun to the enemy for 1 / 1 / 1.5 / 1.5 / 1.5 sec. The duration of Bleeding will no longer increase based on the remaining duration of Wolf Alacrity. Bleeding will now cause physical damage for 20 / 25 / 30 / 35 / 40% of the character's Physical Power or 25 / 30 / 35 / 40 / 45% of the character's Magic Power every 2 sec, based on the dominant damage type. Slowdown duration changed to 3 / 3 / 4 / 5 / 6 sec (was 2 / 2 / 3 / 4 / 4 sec). Movement speed bonus changed to 15 / 20 / 25 / 32 / 42% (was 10 / 20 / 30 / 40 / 50%). If you can't run all the time, what are the characteristics of this profession? This is like removing the stealth of a rogue. Laevateinn and quenster 2 Link to comment Share on other sites More sharing options...
Toad Sage 93 Posted December 11, 2024 Share Posted December 11, 2024 4 minutes ago, BlacklistEU said: wtf is that, u remove the best skill from rogues, sinister strike was best pvp skill that remove life steal from enemies, why u destroy? rework useless kick in the back and dodge [Satire alrert] It is called Quantum-Reworking. They rework things that don't get any complaints because the ones that do are things players can still use (that's why people complain). "Hmmm this skill doesn't get any complaints so far, better fix this". I wonder what they meant by Tirelessness's accuracy reduction did not work as intended. I always had that talent activated when I check market to feel a bit safer. Was that all placebo? Lol quenster 1 Link to comment Share on other sites More sharing options...
Zurp 482 Posted December 11, 2024 Share Posted December 11, 2024 4 hours ago, LeeLoo said: Skills previously limited to the character or party members can now also target summoned monsters and minions as long as they belong to the character or a party member. Can the name of the minion at least be highlighted to party members? It's impossible to see which minion belongs to who. Link to comment Share on other sites More sharing options...
pawned 102 Posted December 11, 2024 Share Posted December 11, 2024 1 minute ago, Toad Sage said: I wonder what they meant by Tirelessness's accuracy reduction did not work as intended. I always had that talent activated when I check market to feel a bit safer. Was that all placebo? Lol Yeah im thinking the same. Was always running it in PvP just to find out it was not working :)))) quenster and Joy Boy Abunda 2 Link to comment Share on other sites More sharing options...
Aranity 4 Posted December 11, 2024 Share Posted December 11, 2024 4 hours ago, LeeLoo said: New Skill: Spirit Steal (replaces Bloody Tribute) Type: Passive Drains 4 / 5 / 6 / 8% of the target's remaining energy when dealing instant damage, and 1 / 1.25 / 1.5 / 2% of the target's remaining energy when dealing damage over time, restoring 100% of the drained energy to the character. Skill progression increases the power of the effect. First thing i want to say thanks for the rework devs put lot effort into it🫶. Now i would like to ask about this new skill, so the healing is removed from "Spirit Steal"? Or am I missing something. Because of bloody tribute (for me) was the only skill that allowed wlock to survive in arena in interaction with energy barrier (although it was a buggy skill). Link to comment Share on other sites More sharing options...
Toad Sage 93 Posted December 11, 2024 Share Posted December 11, 2024 2 minutes ago, pawned said: Yeah im thinking the same. Was always running it in PvP just to find out it was not working :)))) It could have been worse, don't worry. Because on the other side, there is a possibility that the talent was actually more effective than intended so they nerf it now. They need to elaborate. Joy Boy Abunda and pawned 1 1 Link to comment Share on other sites More sharing options...
White17 6 Posted December 11, 2024 Share Posted December 11, 2024 So shaman is getting some love but definitely not enough. Earthqueak area should be buffed to 5x5 area, lightning shield should be buffed i don't know why it's being nerfed. "Lightning shield chance to occur from 15% to 40% (55% at max level + with talent 70%), magic damage from 85% to 110% (135% at max level), stun being applied to the target along with damage for 2 sec (with talent)" something like this could be nice. Healing totem could also apply increasing physical and magic defense by 10% (25% at max lvl) affects up to 3 target (6 at max lvl) for 8 sec (14 sec at max lvl) and the last but not least FIRE TOTEM. Damage dealt by the fire totem from 105% to 135% (165% at max level), “Burning” instead of dealing damage to a single target now deals area damage to a maximum of 6 people around the totem (at max level) - Critical hit chance removed - deals magic damage equal to 35% (60% at max level) of the character's magic power every 1 sec to enemies within the totem's area of effect and reduces their movement speed by 20% (30% at max level) the effect can be applied once every 4 sec. These are the changes that a shaman needs, even more so when looking at the fact that a druid doesn't get a great weakening, which is quite funny. Horimiya 1 Link to comment Share on other sites More sharing options...
Filipe Ramon 82 Posted December 11, 2024 Share Posted December 11, 2024 On 10.12.2024 at 03:00, LeeLoo said: Черная метка + Теперь талант увеличивает длительность отрицательного эффекта "Оглушение" от навыка на 0.5 сек. Отмщение + Скорректирован бонус к силе навыка: было 7%, стало 5%. We've talked a million times about why we don't use this skill, and we're going to continue not using it for the simple reason that it's NOT EFFECTIVE because it's used on the ENEMY and is easily RESISTED. If you really want us to use this, change it. They will continue to be USELESS skills. mjk4 1 Link to comment Share on other sites More sharing options...
pawned 102 Posted December 11, 2024 Share Posted December 11, 2024 4 hours ago, LeeLoo said: New Skill: Ruthlessness (replaces Sinister Strike) Type: Passive Increases the character's damage by 1% for every 6 / 5 / 4 / 3% of the target's missing health. Why to remove highest and best DMG skill from rogue and not just make this as extra effect to furiousness or extermination ? Link to comment Share on other sites More sharing options...
Joy Boy Abunda 10 Posted December 11, 2024 Share Posted December 11, 2024 12 minutes ago, pawned said: Yeah im thinking the same. Was always running it in PvP just to find out it was not working :)))) 15 minutes ago, Toad Sage said: [Satire alrert] It is called Quantum-Reworking. They rework things that don't get any complaints because the ones that do are things players can still use (that's why people complain). "Hmmm this skill doesn't get any complaints so far, better fix this". I wonder what they meant by Tirelessness's accuracy reduction did not work as intended. I always had that talent activated when I check market to feel a bit safer. Was that all placebo? Lol Now rogue is still weak 😭 😭 😭 Link to comment Share on other sites More sharing options...
Toad Sage 93 Posted December 11, 2024 Share Posted December 11, 2024 1 minute ago, pawned said: Why to remove highest and best DMG skill from rogue and not just make this as extra effect to furiousness or extermination ? Quantum-Reworking baby. But idk, we need test server for this one. Because maybe by dealing more damage, we can outdamage enemy's healing (instead of reducing it like before). It's hard to imagine from this update. Tbf I predicted they would give us another passive skill this year but I thought it would be one of our queationably useless skills like Kick in The Back lol Also another downside to update is we are now forced to buy THE Mythical Apathy Relic. Drakoslayd and quenster 1 1 Link to comment Share on other sites More sharing options...
White17 6 Posted December 11, 2024 Share Posted December 11, 2024 The damage dealt by the Reaper's Hand of the Underworld could be slightly increased from 55% to 80% and the cooldown reduced by 2 seconds, also Unwavering Will doesn't always work as it should, or maybe it's just me? It seems to me that it doesn't always work as it should. I don't know if the “Harmful Effects” are all effects or just some, so it would be worth changing. Link to comment Share on other sites More sharing options...
Finalsuse 2 Posted December 11, 2024 Share Posted December 11, 2024 (edited) „Blade Dancer hasconsistently performed exceptionally well in nearly every aspect of gameplay, with no major weaknesses to speak of“ did u guys ever play bd in big figths? or how can u say that? i cant even move becoz of all the control effects our resist skill sucks🤣🤣🤣 Edited December 11, 2024 by Higgings Just a little adjustment Mochiefa, Joy Boy Abunda, Saltymalek and 1 other 1 1 1 1 Link to comment Share on other sites More sharing options...
ddddz 0 Posted December 11, 2024 Share Posted December 11, 2024 (edited) 4 hours ago, LeeLoo said: Dead Soldier Totem's lifespan changed to 8 / 12 / 16 / 20 sec (was 11 / 16 / 21 / 26 sec). Monster summoning interval changed to every 4 sec (was every 5 sec). Summoning range changed to 2 yards around Totem (was 3 yards). Summoned monsters now inherit 100% of the character's attributes, including Critical Hit, Critical Hit Strength, Penetration, Ferocity, Attack Strength, Depths' Fury, Piercing Attack, Resilience, Resistance, Solidity, and Dodge. Summoned monsters will no longer stop when they take damage. Aggression radius of summoned monsters reduced to 4 yards (was 5 yards). Damage and health of regular summoned monsters reduced by approximately 2 times. Damage and health of enhanced summoned monsters reduced by approximately May I ask for the last two, 2 times. Does it mean 50%; Is there still a single skeleton tower or a maximum of summoning 4 skeletons Edited December 11, 2024 by Higgings Just a little adjustment Link to comment Share on other sites More sharing options...
Toad Sage 93 Posted December 11, 2024 Share Posted December 11, 2024 3 minutes ago, Finalsuse said: did u guys ever play bd in big figths? or how can u say that? i cant even move becoz of all the control effects our resist skill sucks🤣🤣🤣 Hmmmm this is a really interesting statement. Let's say, I am stunned by it Higgings 1 Link to comment Share on other sites More sharing options...
ddddz 0 Posted December 11, 2024 Share Posted December 11, 2024 (edited) If the Skeleton Tower CD remains unchanged, the duration has decreased, which means the time without skeletons has become longer Edited December 11, 2024 by ddddz Link to comment Share on other sites More sharing options...
BRMC-Sun 5 Posted December 11, 2024 Share Posted December 11, 2024 45 minutes ago, BRMC-Sun said: If you can't run all the time, what are the characteristics of this profession? This is like removing the stealth of a rogue. So what's worth playing Chieftain? Explorer = Rogue + Chieftain. When setting up the profession, isn't the characteristic of Chieftain the ability to run all the time? I believe most players choose Chieftain because of this, just like choosing Rogue for his stealth mechanism. I think this change has deviated from the characteristics of the profession and is very unreasonable. 4 hours ago, LeeLoo said: Vanish Stun will now only apply from instant damage attacks. Movement speed bonus changed to 15 / 20 / 25 / 32 / 42% (was 15 / 20 / 25 / 30 / 35%). To sum up, Chieftain = Explorer without stealth quenster 1 Link to comment Share on other sites More sharing options...
Trollzin 2 Posted December 11, 2024 Share Posted December 11, 2024 The explanation of the Seeker's life reduction ability was a bit confusing, so regardless of the Seeker's total life, will the Seeker have the bonus of 30% more damage? Link to comment Share on other sites More sharing options...
BlacklistEU 26 Posted December 11, 2024 Share Posted December 11, 2024 what about rogue aura? this one is useless in pvp. crits xD Link to comment Share on other sites More sharing options...
Joy Boy Abunda 10 Posted December 11, 2024 Share Posted December 11, 2024 42 minutes ago, pawned said: Why to remove highest and best DMG skill from rogue and not just make this as extra effect to furiousness or extermination ? The old sinester strike also useless becuz of resistance, i prefer this new passive offense skill. Link to comment Share on other sites More sharing options...
White17 6 Posted December 11, 2024 Share Posted December 11, 2024 The blade dancer's shield should also get a nerf and the chief should not be nerfed so much to the ground since rugged is now passive could reduce 25% damage because 14% is way too low by today's standards especially where every class has practically increased percentages on attacking skills. I'm also puzzled by seeker buff where it already has a very high dmg, so what's the point? Wrath 1 Link to comment Share on other sites More sharing options...
mjk4 7 Posted December 11, 2024 Share Posted December 11, 2024 49 minutes ago, pawned said: Why to remove highest and best DMG skill from rogue and not just make this as extra effect to furiousness or extermination ? i think this is devs way of saying rogue should get tf out of arena or any pvp content. Obviously they dont play their own game quenster 1 Link to comment Share on other sites More sharing options...
White17 6 Posted December 11, 2024 Share Posted December 11, 2024 Rework of the middle branch from the shaman also welcome, because it is useless! Link to comment Share on other sites More sharing options...
Higgings 1865 Posted December 11, 2024 Share Posted December 11, 2024 5 hours ago, LeeLoo said: Secret Reserves Mechanics reworked: When the character's health drops to 20 / 25 / 30 / 35% of maximum, now heals for 25 / 30 / 40 / 50% of Health Steal every 3 sec for 12 sec. Effect cooldown changed to once per 70 sec (was once per 90 sec). Cooldown now begins after the effect ends and is further reduced by the character's Skill Cooldown. This part led me to confusion, precisely about its new scaling. I understood that it scales with Life Steal now, but if before we had a Flat Number (HP regen) being multiplied by 400%, how can now a percentage Number (Life Steal) be converted into HPs? Does it depend now on the damage we do to our opponent? Link to comment Share on other sites More sharing options...
Gladiator 1199 Posted December 11, 2024 Share Posted December 11, 2024 5 minutes ago, Higgings said: This part led me to confusion, precisely about its new scaling. I understood that it scales with Life Steal now, but if before we had a Flat Number (HP regen) being multiplied by 400%, how can now a percentage Number (Life Steal) be converted into HPs? Does it depend now on the damage we do to our opponent? HP based I assume? so 30% LS will heal you 15% of your HP. Link to comment Share on other sites More sharing options...
Wrath 31 Posted December 11, 2024 Share Posted December 11, 2024 10 minutes ago, White17 said: The blade dancer's shield should also get a nerf and the chief should not be nerfed so much to the ground since rugged is now passive could reduce 25% damage because 14% is way too low by today's standards especially where every class has practically increased percentages on attacking skills. I'm also puzzled by seeker buff where it already has a very high dmg, so what's the point? Agreed. Could be a bit higher, even with 20% it didn’t feel like much. I am also little concerned about the nerf of Thrashing skill. Why not just remove all the debuffs from it, give us plain and simple AoE silence like Paladins have. Link to comment Share on other sites More sharing options...
Retamozoo 1 Posted December 11, 2024 Share Posted December 11, 2024 On 10/12/2024 at 02:00, LeeLoo disse: Храмовник Порицание Теперь отрицательный эффект “Оглушение” будет срабатывать от эффекта “Немота”, примененного любым Храмовником. Скорректирован урон навыка: было 115 \ 130 \ 145 \ 160 \ 175% от магической силы персонажа, стало 130 \ 145 \ 160 \ 180 \ 200% от магической силы персонажа. Касание истины Теперь навык мгновенно создаёт зону подавления вокруг персонажа или союзника. Обратный поток Теперь вихревая зона активируется отдельно для каждого зашедшего в нее противника, но не чаще, чем 1 раз в 1.3 сек. для каждой уникальной цели. Теперь при срабатывании зоны 3 \ 3 \ 4 \ 5 \ 6 раз она не будет действовать на противников в течение 1.5 сек. Теперь реликвии, срабатывающие с некоторым шансом при срабатывании навыка, будут срабатывать только при первом срабатывании для каждой уникальной цели. Частица жизни Теперь призываемому монстру дополнительно передается 100% следующих параметров персонажа: “Сила атаки”, “Оглушение”. Теперь призванный монстр не останавливается при получении урона. Благодать Уменьшено время перезарядки навыка: было 25 сек., стало 20 сек. Учения Харада Теперь навык каждый раз при оглушении противника наносит ему урон в размере 20 \ 30 \ 40 \ 50% от физической силы персонажа или 30 \ 40 \ 50 \ 65% от магической силы персонажа и восстанавливает здоровье персонажу в размере 20 \ 25 \ 30 \ 40% от магической силы персонажа и члену группы с наименьшим количество здоровья в размере 15 \ 18 \ 21 \ 25% от магической силы персонажа. Тип урона зависит от преобладающей физической или магической силы персонажа. Теперь навык срабатывает в том числе на применения отрицательного эффекта “Оглушение” от призванного навыком “Частица жизни” монстра. Мантра исцеления Скорректирована длительность действия эффекта от навыка: было 3 \ 4 \ 5 \ 6 сек., стало 4.5 сек. Скорректирована сила эффекта, уменьшающая скорость передвижения у цели навыка: было 65 \ 50 \ 40 \ 30%, стало 50 \ 35 \ 25 \ 15%. Скорректировано количество лечения от навыка: было 2 \ 3 \ 4 \ 5% от максимального здоровья, стало 1.5 \ 2.5 \ 4.5 \ 6.5% от максимального здоровья каждую 1 сек. Солнечное клеймо Скорректирована длительность отрицательного эффекта “Агрессия”: было 6 \ 7 \ 8 \ 9 сек., стало 6 \ 7 \ 8 \ 10 сек. Мудрость преодоления Теперь урон и лечение от навыка “Учение Харада” срабатывает даже, если эффект “Оглушение” был проигнорирован. Озарение истиной Изменена механика работы таланта: теперь эффект от навыка “Благодать” дополнительно применяется ко всем членам группы в радиусе 9 ярдов вокруг персонажа. Сила эффекта уменьшена на 90%. Максимальное количество эффектов - 5. Неистовый заступник Теперь призываемому монстру дополнительно передается 100% следующих параметров персонажа: “Сила атаки”, “Оглушение”. Теперь призванный монстр не останавливается при получении урона. Учения Харада + (ветка Твердыня веры) Скорректирован бонус к силе навыка от физической силы персонажа: было 5%, стало 2.5%. Учения Харада + (ветка Хранитель клятвы) Теперь талант увеличивает силу лечения только персонажу. Скорректирован бонус к силе навыка: было 1.5 \ 3 \ 4.5%, стало 1 \ 1.5 \ 2%. Божественный замысел Скорректирована длительность действия эффекта от таланта: было 8 сек., стало 14 сек. Скорректирована сила эффекта, увеличивающая бонус к параметру “Перезарядка навыков” при использовании навыков: было 4%, стало 8%. Освещённая поступь Скорректирована длительность эффекта от таланта: было 10 сек., стало 14 сек. Комментарий разработчиков: О Храмовнике в текущий момент можно было сказать “либо все, либо ничего”. Класс действительно был очень силен в ряде игровых ситуаций, но в тоже время был и крайне слаб в ряде других. Мы постарались выровнять силу класса и сделать его более стабильным и применимым в большинстве игровых ситуаций. Надеемся, эти изменения позволят переосмыслить использование класса и сделают его эффективнее. Where is the templar located in pve? the class with these changes remains a little irrelevant, especially in relation to all classes. where is a buff in pve of physical skills separate from pvp/pve like they did with the swordsman's vortex Link to comment Share on other sites More sharing options...
Mewtwo 11 Posted December 11, 2024 Share Posted December 11, 2024 (edited) Pelo que eu entendi, você não fez nenhuma alteração para mudar o summoner, nem no ranger, ou seja, o ranger ganhou mais buff e é bom, ao invés de um Nerf, você só melhorou ele? Foi o que eu entendo MC once again broke down as always, this is nothing new, you tied up the chief, MC always gets hurt Edited December 11, 2024 by Mewtwo Link to comment Share on other sites More sharing options...
kios 1 Posted December 11, 2024 Share Posted December 11, 2024 (edited) Reverse Gravity Bonus duration changed to 6 sec (was 8 sec). why do this even seeker so suck in pvp now?? it just make seeker pvp even suck than anyone Edited December 11, 2024 by Higgings Just a little adjustment Link to comment Share on other sites More sharing options...
BrianSantos 3 Posted December 11, 2024 Share Posted December 11, 2024 I understand that adding 100% of the character's attributes to the Necromancer's skeletons was significantly good, but reducing their HP and DMG by 35% was very high. I do believe that there could be. Please reconsider this reduction as it is too high. I believe 20% would be enough. Link to comment Share on other sites More sharing options...
Widono 0 Posted December 11, 2024 Share Posted December 11, 2024 seeker can now run more faster during pvp, soooo usefull Link to comment Share on other sites More sharing options...
necrotp1 47 Posted December 11, 2024 Share Posted December 11, 2024 (edited) Ulalah... So much to say. I'm a legion player so all my opinions are from my point of view. First things first the developer's notes shows us that the developers are either ignoring our complaints or they don't have some good game testers. Some things here are straight dumb (sorry for the offence, but I don't know any other word to it). Not convinced? You buffed mages dmg and stun and even buffed the debuff skill magic ban. There was no rework in this class only buffs like they lack dmg, dmg, mage lacking dmg lol. You buff vanish speed (normal) and nerf alacritys one lol. you even buffed Brbs and buffed summons like they're not hard enough to deal with. I don't know if this will reach your entire team because I know it's not only the developers that condoned with these, there's an entire team. Reaper is still a dummy, bows are still useless, the game is dying because the fun threshold is very high so it repels new players, items don't sell because the great disparity with the meta, people even prefer to sell the items on npc now, raid bosses and wars monopolized, the reputation mechanics was hard enough you added knowledge (very hard/lengthy to get if you have a life outside the game even if you have money) to make it worse you made it so in Almahad reputation must be used to upgrade talents lol. Most of the remaining players are the addicted ones or the business ones, I don't know the numbers you have there but make it 1/3 at least because everyone has 2/3 accounts. I just wanted to release my frustration because I returned to the game recently and it remembered me why I left. i got some ideas on how to improve the game lifestyle but it doesn't matter because the next update is next year and I doubt I'll be still playing. Edited December 11, 2024 by necrotp1 a word Link to comment Share on other sites More sharing options...
Recommended Posts