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Новые ответы
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Смысл в том, что есть люди которые получают удовольствие от того, что у них есть замки, а у вас нету. Вот и все, если вы этого не понимаете, то видимо мморпг не самый подходящий жанр игр для вас.
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Мб ограничили на время, что бы кошка ловчего не так сильно массухи ловила в пвп .
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By King Sombra · Posted
Этот нуб всё ещё верит, что игрок с пве шмотом с рунами устоя может хоть что-то сделать на арене -
By DarkChulok · Posted
Всем доброго дня! Хотел бы спросить у сообщества насколько сейчас актуален БД, как класс. Как он закрывает контент на высоких и на низких лвлах? Можете дать пару советов для прокачки? -
By bug in reaper · Posted
Even though the mechanics of this skill were already altered in the last update, "Revenge" conflicts with the "Delayed Death" skill. The Reaper depends on "Delayed Death" for longer survivability, but it makes no sense for me to try and reflect damage while I'm actively receiving less of it. "Delayed Death" inherently reduces the damage output of "Revenge"! On top of that, enemies can resist the skill's effect, which further discourages its use, for example, in PvP builds. This issue is compounded by the fact that "Revenge" is an active skill, unlike the Blade Dancer's "Counterattack," which, by the way, is in a great spot and serves its purpose perfectly. As it stands, the Reaper can't perform the same functions as a Blade Dancer, even though the core concepts of the classes are similar. My appeal is to rework "Revenge" into a passive skill, similar to "Counterattack," which wouldn't require targeting an enemy or mob. To implement this, it could be given an activation chance based on a parameter that many Reapers already build into. Personally, I would prefer it to be linked to the "Parry" stat, just like the Blade Dancer's skill. However, many Reapers stack "Damage Reflection" on their gear, so that could also be a viable option. A cap should be added to ensure the activation chance doesn't reach 100%, similar to the cap on the damage reflection buff itself.
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