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Добрый день,так как это проблема уже существует 2-3года и разработки забывают изначально это исправить и только к середине ивента это фиксят я напомню что валюта/сейчас в случае эссенции ужаса у активных/задротов уходит в кап очень быстро и ладно бы качнул набрал кап и всё,так они перестают идти в зачёт недельного тура(итог ты больше не можешь помочь гии эссками) вот сейчас у меня в данный момент уже фул талы и 14к эссок к концу недели уже будет кап и ивенту ещё 3 недели грусновато
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Никогда не расценивал инст, как место фарма. Бегаю чисто по фану в приятной компании
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It's the time of the year where class sections are flooded with suggestions. Reading this topic one year later, I still pretty much agree with me! (Except the Reckoning one, since it got rebalanced) So, instead of making a new topic and repeating myself, I'll just refresh this, re-emphasizing and adding new points. I'll just say first, there is probably aspects of Paladin that could use a bit of nerf. Mainly is the new Power Surge talent, which I thought according to the test servers, it's gonna heal 4% / 5 seconds, but somehow it does it per 3 seconds. As much as I would hate it, I think Healing or Fetters might also be nerfed. Which might not be bad if they buff up other weak spots. And these are: Reckoning Branch: Unlike what I said in the original post, after last year's rebalancing, the branch became a good option for magic based Paladins, adding up to 40% to the overall magical damage. It also has a lot of utility in pretty much all aspects of teamplay-based content. The only thing that I would suggest is to make the DoT damage from the Faith Reckoning talent stagger enemies' movements in PvP (already does that in PvE). This will add a little bit more to the offensive capability of this branch in PvP, which I think it does need. Bulwark of Faith: This branch went from the best to the worst branch since its release. Although it makes Paladin a lot more comfortable in tanking. However, most content does not require that much tankiness. The only place where this could be used is in Arena as a frontline tank/support. But then, you expose yourself to being fully controlled since Paladin does not have a good anti-control mechanism. And since it's tanky, it won't be the first target of the enemies', making the Intercession talent pretty much useless. My suggestion is to keep Intercession as it is except it would additionally work when the Paladin is targeted with a control effect but with a 3 seconds cooldown. Alternatively, the 1h magic + shield build should be buffed systematically to provide unique added benefits that other builds don't provide. For example, increased control ability, or ability to counter controls. Again, such bonuses would be unique to a 1h (magic) mace shield build in this branch only. Holy Warrior: This branch works fine as it is, in my opinion. It's mainly a tanky branch that focuses damage on a single target, can be useful in boss fights, and certain Arena situations but not too many other cases. I don't think it requires further utility and I like the opportunity to choose what type I wanna play. I just wish switching branches was a bit cheaper. Light Defense: Every year, this skill comes up in balance conversations, yet it is never addressed. I don't get it. While it does have certain uses, in most cases, it is utterly useless. I'll refer to my OP.
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I wanna bring some suggestions too: Elusive jump: nerf a bit his damage and make it a 3x3 jump area instead. (somethin like paladin jump) Poison : make it work on adjacent targets hit by ricochet. Ricochet: increase the damage to 100% from character damage and the adjacent targets receives 5% less damage instead of 10% Kick in the back: make it passive, increase the character damage by 30% additionally every auto attack decreases accuracy by 40% for 3 seconds Dodging : increases the dodge by 26% for 13 seconds. Decrease cooldown to 20 sec Gouge: additionally increase the character speed by 35% for 7 seconds upon use. Stealth : the character become invisible and increase the damage of the next attack by 30% , additionally decreases the enemy physical armor for 5 seconds. Absolute reflexes: increase the dodging effect from 0.7s to 1s , and decrease the time that the buff persist from 10s to 7s. Trickiest technique: remove the damage, applies stun by 3.5s and mark the enemy by 7 seconds, the mark heals the character by 10% of the damage done. Talents: Bee sting: increase the damage reflected to 50% and leave the frecuency to 2 sec. Damage reflected can apply critical effects. Elusiveness: dodging an attack increase the dodge by 8% for 5 seconds. Thirst of murder: increase the penetration from skills if enemy has 20% of health.
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