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[2016.04.26] Update Warspear Online 5.7: Temple of Seals. Preview


Peter_Munk

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temple_of_seals_small.png
 
Warriors of Arinar

An update is on its way and will be available this week. You are going to find legendary changes in PvP: a new system of combat rating for matchmaking and delivering awards. There are new weapons in the Arena vendor’s store, additional PvP and PvE bonuses for weapons and much more!

Fights against other players have never been so interesting and you will have many ways in which to show off your fighting skills!

Temple of Seals


temple_big.png

A brand new PvP-mode where two 3х3 teams have to fight for control over the Seals. You can recieve victory points for both capturing the seals and defeating your enemies. You can revive as many times as you need, which you’ll find is a real game changer when compared with other Arena modes. Revival takes 20 seconds but you can make it immediate by using the Seals of Life. There are a great many that can be purchased at the Arena vendor store, secondhand dealer market or Miracle Shop. You can find more information about this great new feature in our recent “In development” post.

Important related change: Seal’s active zone does not unveil invisibility, but you can’t capture a Seal in this mode.
 
You can get to the Temple of Seals via the usual Arena combat request menu, but keep in mind that this mode requires two tickets to enter. But don’t be sad, free tickets restoration twice as fast (1 per hour), which means you can PvP far more often!

Current 3х3 Arena mode will be temporarely disabled and sent to our experimental development lab. It will be back in one of the upcoming updates, so let’s not say farewell to it. Instead let’s say “Goodbye” to the volcano Arena locations. They have left us for sure and will never come back.

Battle requiest

We have fully changed battle request menu and now it has several convenient features.

request.png 

- You can apply for one particular Arena mode or all at once   
- You can see the whole amount of Arena tickets and time required for restoration.         
- You can see the number of tickets required for certain Arena mode

Combat rating


Warspear Online 5.7 update will bring a completely new system of combat rating. It will make the matching of opponents more balanced, and cheating won’t be worth the effort. Beginners will compete with beginners, experienced players will fight with their own kind, and there will be no place for those who like exercising dishonest behavior.

Broadly speaking, the better you play, the stronger your opponents are, and vice versa. Thus, thanks to the new system, you will always fight in the appropriate "league".

The matching of opponents is based on the combat rating, which changes after each fight. It is influenced by all useful actions during the battle and the enemy strength. For example, if you win a battle against a team much stronger than yours, then your combat rating would increase greatly. If the opponent's team was clearly weaker, then the rating would only change slightly. Likewise, the system works with defeats.

temple_1.png  temple_2.png  temple_3.png

Initially, all players will receive an equal combat rating, and any past achievements won't be taken into account. Therefore, if you feel that the system unfairly matches opponents, just keep calm and fight more battles to adjust its accuracy.

Changes in awards

The quantity of Arena points that you receive for an Arena round will depend on the enemy team power. Defeating a weak enemy is easy but not as profitable as beating a team of greater power or equal to yours.

Changes in team composition

Another important change is mixed teams, in which the applications for the battle may be made by groups composed of players of different Arena level categories.

Let's say, you're not too successful fighting against players of your own level. In this case, you may find yourself in a battle in which one or more opponents will have a lesser level.

Matching of opponents of a higher or lower category is limited to the difference in three levels (4 for the Temple of Seals), and also takes into account the combat rating data.

New bonuses

There will be important changes in PvP and PvE equipment. The "Resilience" stat will be changed and two important additional stats will be added.


Resilience

Every player will have 5% Resilience as a basic stat of their character. This defensive bonus will be replaced in every PvP weapon (that is purchased from Arena vendor) by the new PvP bonus called "Ferocity".

The "Resilience" bonus now has very positive effect in PvP and negative in PvE fights. Every character has a higher chance of avoiding a critical hit and decreased incoming damage during fights with other players. However, if this character fights monsters, physical and magical defense is decreased.

Basic 5% Resilience bonus doesn't have any negative effects in PvE


Ferocity

PvP weapon bonus that increases your damage to other players. In PvE its effect is negative and decreases your damage to monsters.

Solidity

Bonus that decreases the chance and damage of a Critical hit against you. It is PvE only stat that works exactly like Resilience.

"Solidity" can be enhanced by the new runes which can be inserted in helmets, cloaks and belts. Moreover its amount is affected by physical defense which defines basic bonus percentage. The more physical defense you have - the more solid you are!

Additional items will be added to our game to enhance these bonuses: scrolls, crystals and runes.
"Penetration" bonus remains unchanged.

New Arena vendor items

arena_1.png  arena_2.png  arena_3.png

The Arena vendor has received some new long awaited items! You can buy new 13 and 23 level weapons, Life Seals that allow you to revive in the Temple of Seals, updated costumes and other beautiful items.

This is it for now, more information will follow on update day.

Best wishes!
AIGRIND

Edited by r0land
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Many things are created and more and more the desire to play decreases. Not only to create new things, but improvements should and reformulate the old, starting with the skills that are absurdly noted the big difference being elfs and mcs.

 

Rogue X Ranger: rogue in addition to the poison and become invisible, has a powerful skill dodge. Ranger on the other hand turned paper, where his Dodge serves no purpose and your life goes away in the first rogue attack.

 

Shaman X Druid: shaman has a totem that heals for example a level 18 pro 352 or so. This is aside from normal heal which together reach 578 or more to heal. Druid on the other hand has secret link that only works if you are in a party and heal does not even come close to the shaman totem.

 

Neco X Priest difference more remarkable that where necro has stuns and it easily kills a simple priest who only has two attacks and zero stun.

 

Lock X Mage: lock comes out ahead because their skill completely catch the opponent on the other hand the mage is a full vocation attacks but does not compare to lock skills.

 

Dk X Pala: dk virtually lock the opponent with all possible skills of the game. Pala suffers much the same with two skills that catch the opponent.

 

The company can not let this difference aside. This also affects the wars where the elfs do not have good skills for war.

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Awesome! I liked the new solidity thingy, now we don't have to worry about getting some resi to PvE, which was annoying before.  ;D One thing that kinda sucks is that we need to amp Arena weapons now.

Loved the new rating and matchmaking systems. 

Thanks, guys. Worth the wait. :good:

 

Questions:

where can we enchant Ferocity crystals?

Arena Points have new max now?

Edited by Gladiator
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Many things are created and more and more the desire to play decreases. Not only to create new things, but improvements should and reformulate the old, starting with the skills that are absurdly noted the big difference being elfs and mcs.
 
Rogue X Ranger: rogue in addition to the poison and become invisible, has a powerful skill dodge. Ranger on the other hand turned paper, where his Dodge serves no purpose and your life goes away in the first rogue attack.
 
Shaman X Druid: shaman has a totem that heals for example a level 18 pro 352 or so. This is aside from normal heal which together reach 578 or more to heal. Druid on the other hand has secret link that only works if you are in a party and heal does not even come close to the shaman totem.
 
Neco X Priest difference more remarkable that where necro has stuns and it easily kills a simple priest who only has two attacks and zero stun.
 
Lock X Mage: lock comes out ahead because their skill completely catch the opponent on the other hand the mage is a full vocation attacks but does not compare to lock skills.
 
Dk X Pala: dk virtually lock the opponent with all possible skills of the game. Pala suffers much the same with two skills that catch the opponent.
 
The company can not let this difference aside. This also affects the wars where the elfs do not have good skills for war.

 

 

I agree

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The new version of the game is compatible with Windows 10 Mobile? The last version had a compatibility error which made ​​it impossible to play.

Edited by Agonize
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I suggested most of the new stuff on this update 1 year ago: http://forum.warspear-online.com/index.php/topic/45865-better-arena-ranking-system/

 

You are all welcomed.

Edited by nabnecro
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The matching of opponents is based on the combat rating, which changes after each fight. It is influenced by all useful actions during the battle and the enemy strength. For example, if you win a battle against a team much stronger than yours, then your combat rating would increase greatly. If the opponent's team was clearly weaker, then the rating would only change slightly. Likewise, the system works with defeats.

 

 

 

Let's say, you're not too successful fighting against players of your own level. In this case, you may find yourself in a battle in which one or more opponents will have a lesser level.

 

Matching of opponents of a higher or lower category is limited to the difference in three levels (4 for the Temple of Seals), and also takes into account the combat rating data.

 

 

 

love this new combat system, we can get active arena fights from lvl 24,25, 26 (in case of temple lvl 23 also). 

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This ferocity honestly does nothing good for healers. Their heal doesn't change at all, while rogues and bd's become even more powerful. There's already a lack of healers in the game and I don't think this will make people choose healers over chars with high atk. Imo ferocity sucks, everything other seems cool.

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Good way to ruin a perfect update, it was all nice while you kept it as an arena update. But instead, you force us all to have double sets on our chars? Because amping 10 items is not enough, lets make it 20.

Idk which one of you got high and actually thought its a good idea to implement negative effects with PvP and PvE, but gz, you just ruined a lot of peoples characters for no clear reason. 

Nobody complained about such things and there were no issues regarding PvP and PvE that would make you believe what you did just now, is a good idea.

If that remains so, and we actually are forced to amp a whole new set of gear in order to fully enjoy the game, i say duck you, and duck that kind of game.

Edited by Chickenfly
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Another question is will there be a guild discount for lvl up skills and lvl from guild? :good:

Edited by Acsuli
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Kinda worried about how hard will BDs hit with arena axes. You guys should lower axe's hit speed or damage. Or yet even better, reduce more damage from the off-hand axe, so we don't disadvantage axe using tanks.

Edited by Gladiator
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Kinda worried about how hard will BDs hit with arena axes. You guys should lower axe's hit speed or damage. Or yet even better, reduce more damage from the off-hand axe, so we don't disadvantage axe using tanks.

Rogues and bd.. My gosh I wish that update didn't exist with them with axes lol
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Many things are created and more and more the desire to play decreases. Not only to create new things, but improvements should and reformulate the old, starting with the skills that are absurdly noted the big difference being elfs and mcs.
 
Rogue X Ranger: rogue in addition to the poison and become invisible, has a powerful skill dodge. Ranger on the other hand turned paper, where his Dodge serves no purpose and your life goes away in the first rogue attack.
 
Shaman X Druid: shaman has a totem that heals for example a level 18 pro 352 or so. This is aside from normal heal which together reach 578 or more to heal. Druid on the other hand has secret link that only works if you are in a party and heal does not even come close to the shaman totem.
 
Neco X Priest difference more remarkable that where necro has stuns and it easily kills a simple priest who only has two attacks and zero stun.
 
Lock X Mage: lock comes out ahead because their skill completely catch the opponent on the other hand the mage is a full vocation attacks but does not compare to lock skills.
 
Dk X Pala: dk virtually lock the opponent with all possible skills of the game. Pala suffers much the same with two skills that catch the opponent.
 
The company can not let this difference aside. This also affects the wars where the elfs do not have good skills for war.

 

 

every clash have best skill, but it defend how to play of them,

but the most OP skill is bd, event BD used COUNTER SKILL, last pvp with bd when i used skill counter got on me, like 900 counter dmg, i wish counter skill can be fix like devs removing crit at ELUSIVE JUMP.

 

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Good way to ruin a perfect update, it was all nice while you kept it as an arena update. But instead, you force us all to have double sets on our chars? Because amping 10 items is not enough, lets make it 20.

Idk which one of you got high and actually thought its a good idea to implement negative effects with PvP and PvE, but gz, you just ruined a lot of peoples characters for no clear reason. 

Nobody complained about such things and there were no issues regarding PvP and PvE that would make you believe what you did just now, is a good idea.

If that remains so, and we actually are forced to amp a whole new set of gear in order to fully enjoy the game, i say duck you, and duck that kind of game.

 

you can use pve set for pvp also, its not completely bad tho, i have been using full dark skies set for 6 months works fine in pvp also.

If you are really care about pvp, use arena set which is made for pvp only.

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you can use pve set for pvp also, its not completely bad tho, i have been using full dark skies set for 6 months works fine in pvp also.

If you are really care about pvp, use arena set which is made for pvp only.

You don't actually need to have full sets fully amped. You can have full PvE set fully amped if you want, and 2 pieces of the Arena set and mix them if you wanna PvP, with the resi buff that they gave us, you will worry less about crits. And normal weapons would still work ok in Arena.

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every clash have best skill, but it defend how to play of them,

but the most OP skill is bd, event BD used COUNTER SKILL, last pvp with bd when i used skill counter got on me, like 900 counter dmg, i wish counter skill can be fix like devs removing crit at ELUSIVE JUMP.

 

 
you can not compare an elf class BD with all other mcs. classes must be balanced according to each faction.
 
Rogue x Ranger
Shaman x Druid
Necromancer x Priest
Barbarian x Bladedancer
Dk x Paladin
Warlock Mage x
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you can not compare an elf class BD with all other mcs. classes must be balanced according to each faction.
 
Rogue x Ranger
Shaman x Druid
Necromancer x Priest
Barbarian x Bladedancer
Dk x Paladin
Warlock Mage x

 

yes obviously was kept I had to compare, because bd have a lot of skill that produces a lot of damage, especially counter skill

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What if the system cannot find opponents as strong as you during the queue? Does it mean that we have to wait for an unknown period of time?

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Just imagine every bd use counter skill, he was quite silent and enemies who attack with or without using the full skill, skill nonetheless counter effect even capable of killing its opponents with ease.  so that it is a problem not from other characters

Edited by angien
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Il just stick with my lvl23 axes fr a while.

 

If these new arena weapons didn't have negative pve effects, I would've bought and amped them.

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Lets see how good is solidity against ferocity ... or rogues ands bds will love this update

Nobody loves these changes. Why would a bd or rogue love amping 4 axes? I'd rather be a caster and stick with wat I have cos looks like ferocity means nothing to them.
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Solidity increasing with physical def will make bd/barb stronger and casters weaker in pvp

Ppl cry already :D

Edited by Ninja
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Will this resilience's decrease of pve defense affect the war buff?

 

My set is going to get screwed, though. Anyone want to give me ferocityless and resilienceless equipment?

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Becoz those bd and rogue are rich and they will get 4 axes and they are the dmg dealers .... give them 20% ferocity they kill ur noob ass in 2 hit rather than 4 hit

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We, arena winners, got ducked big time. But then again, they only care for their pouch. Now everyone needs to amp items again. Got to give it to them, nice 'marketing stunt'

 

or mix your equipment if u want to save gold

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