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    • All these years you’ve been trying to “fix” Charmers by adding more damage or stats to their summons — and it’s completely useless. The core problem isn’t the pet. It’s the Charmer itself. The class is fragile as hell, has zero self-sustain, and folds in seconds. Go actually play a Charmer in real fights before giving us your paper theories. On paper, maybe it “looks balanced.” In practice, it’s a free kill.
    • You say Charmers are “summoners” and their pets “slow and stall enemies.” That’s a joke. In actual mass battles, Charmer summons do nothing but die instantly and turn into free healing packs for the enemy. They don’t slow, they don’t disrupt — they help the other side. If this is supposed to be the “core identity” of the class, then you’ve designed a failure. No damage, no survivability, and summons that literally benefit opponents. That’s not a hybrid class — that’s a liability.
    • Статуя и является мас фортой только с очень большим костылем. Навык нуждается в переработке из-за очень плохого импакта на гвг.    Учти что скилы то у этих классов разные и тяж на храме дает только возможность блокировать атаки (из-за щита) и в редких случаях и забафе дает возможность резать входящий урон за счет дефа, нет таких-же защитных скилов как у профильных танков.  (с физ буловой практически пропадает хил, мантра только) Я хотел-бы хоть какое-то развитие класса, т.к. сейчас он имеет все но не полноценно. 
    • на тесте бил орка,крит 20 тысяч,тычка с фантом всего лишь 3500. как будто не очень балансно еще и за 100 стаков прокнул всего лишь 4-5 раз и это как будто слишком мало для такого таланта(на словах он звучит достаточно круто)   еще как по мне слишком долго фантом идет давать скилл в цель,т.к пока он подбежит тот же игрок или моб может убежать на другую часть локи или вовсе умереть и фантом просто пропадает без какого либо импакта
    • Almost everybody knows that 90% of the game servers, BOSS RAIDS are being dominated by Sentinels. This is due to overwhelming imbalance between number of players. Having only one side getting access to this attracts more players to choose or switch to it leaving the other side with low player population. The imbalance in population highly contributes to in-game economics which again, impacts the population as rarity of good equipment will be low on the dominant side, pulling its price down, making stronger item build easily accessible. Given both sides shares the same amount of quest rewards (Ayvondil T3, T4 and T5), Legions suffers from expensive equipment prices making it hard to build characters stronger.   Here is a suggested solution that might induce some changes to overall experience of both sides:   REDUCED REWARDS FOR EACH CONSECUTIVE KILLS FROM THE SAME SIDE   For example, raid boss Black Elm, Sentinels managed to get the kill so they get rewarded with 240 knowledge and some chances to get items (including books, costumes, relics, etc). After it respawns, they managed to get the kill again, now rewards will be reduced by 50% -- 120 knowledge and assuming the drop rate is 0.01% of items, that will be reduced by 50% as well. On third kill, 60 knowledge and much lower drop rate. After the third kill, drop rate of items will be down to 0%.   This reduced rewards only gets reset if the opposing side manages to secure a kill.   DISABLED GUILD SKILL: UNITY   Unity should be inaccessible one hour before respawn AND while a raid boss is active/alive.   Thank you for giving time to read.
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