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Новые ответы
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Честно сказать не хотел заходить на форум, вчера наверно человек 20 написали: читай форум!!)) Щас зашёл просто 5 раз перечитал за варвара, дождались наконец у вара есть стабильный навык масс урона !
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Eagle Eye Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14) How about also removing restriction caps on Facilitation on this skill? With introductions to new equipments with Facilitation stats I don’t see any other class get restrictions like chief. Even now with 25% Facilitation (which is the cap) is duration increased from 8s to 10s and therefore one additional tick. With 50% Facilitation we would have 12s and 2 more ticks. Besides there is still limit on bleed stacks we can inflict in PvP, which is 3. I mean if we follow this logic, there could be caps on many other skills that works well with Facilitation or even Subjugation stats. Heals and buff skills could be affected or controls, debuffs etc. Thrashing Monster target limit added: 5 / 5 / 6 / 8 / 10. Could we get silence on this skill instead of the current debuff to pdmg/mdmg? Its synergy with Frenzy skill to even get a chance at stunning enemy is already low. An option would be to completely remove the mechanic and just add “Stun” effect to Frenzy skill. But since I saw no news for “Magic chief builds” which unless its meant to be purely AoE scenario build and not an optional arena build focused on being more of a backline support than frontline dmg like its physical counterpart, I would like to see some support options in terms of adding “silence” effect to the skill. Survivor (Assassin's Guild of Almahad) Mechanics reworked: Now, grants a 15% chance to reduce damage taken by 10% and heal the character for 6% of maximum health, but this can only occur once per 4 sec. The chance increases by 1% for every 5% of missing health. A little higher chances of activation wouldn’t hurt. Also the damage reduction is only affecting 1 hit, or could they be affected by damage from dot dmg skills too? Because that would be a major flaw in the talent. Or will it be a 4s buff that instantly heals me for 6% max hp and reduces incoming dmg by 10% for 4s?
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Хочу выразить благодарность вам за проделанную работу над варваром, новый навык масс урона просто нет слов одни эмоции!!!!!!! Новые бонусы от навыков и талантов, реально постарались давно спасибо, понятно что цифры ещё подгонят на тесте. Просто сам факт добавления навыка масс урона стабильного ,уже греет душу перед пределом!
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ChiefTain I like the changes made to Chieftain so far, but I still feel that something is missing that would make this character more consistent. Comments on changes Bloody Rain (Eagle Nature branch) Maximum number of applied effects changed to 5 and 3 (PvP) (was 3). Comment: It would be nice if this was 5 effects in PvP as well to make Physical Chieftain more consistent. Pack Support Mechanics updated: Now, the duration of the immunity increases by 0.1 / 0.2 / 0.3 / 0.4 sec (up to 0.5 / 1 / 1.5 / 2 sec) when taking damage from auto-attacks or instant damage skills. Comment: I like this change it's something simple that I wrote about myself, only in a different form. Bear Endurance Cooldown time increased to 16 sec (was 13 sec). Healing scaling changed to 80 / 85 / 95 / 105 / 115% of Magic Power (was 105 / 115 / 125 / 135 / 150%). Healing scaling changed to 7 / 8 / 10 / 12 / 15% of missing health (was 3 / 4 / 5 / 6 / 8%). Comment: Similarly to Pack Support, the same situation applies here. Of course, this is a slight nerf, but considering the changes to the Survivor talent (Assassin's Guild of Almahad) and Bear Clan and Boar Clan from Clan Support, it makes sense and at the same time it is not a significant weakening and may work quite well. Clan Support Mechanics added: Now, the Bear Clan and Boar Clan effects are applied when the character loses 35 / 25 / 20 / 15% health while under Rugged Hide. Comment: If I understand correctly, it is supposed to be active all the time after losing a certain amount of health. This simplifies the matter of using skills before each fight, which means you don't have to waste Bear Endurance or specifically hit someone with Thrashing to activate this buff. I think it's quite a good change. Survivor (Assassin's Guild of Almahad) Mechanics reworked: Now, grants a 15% chance to reduce damage taken by 10% and heal the character for 6% of maximum health, but this can only occur once per 4 sec. The chance increases by 1% for every 5% of missing health. Comment: This is definitely the biggest surprise for me, in a positive sense, of course. The only thing that could be added here is that this damage reduction should last for two, three or four seconds so that it is not wasted on the first damage received. Ideas/Adjustments Frenzy Physical damage changed to 40 / 40 / 45 / 48% (was 40/ 40 / 45 /45%). Mechanics updated: Now, applies stun for 4 sec. Comment: Similar change to Pack Support and Clan Support, which removes unnecessary mechanics, in this case Thrashing + Frenzy, while slightly improving damage at the last level by 3%. Wolf Alacrity Mechanics reworked: Now, the next successful auto-attack under this effect deals dominant type damage 110 / 120 / 130/ 140 / 150 %. Stun changed to 2 / 2 / 2.5 / 2.5 / 3 sec. (was 1 / 1 / 1.5 / 1.5 / 1.5 sec). Comment: This solution from the past makes more sense for Chieftain than bleeding. Chief has no passive skills or talents that would make bleeding better. This form of the wolf would definitely be better for the chief and would help compete with other classes in terms of damage and stun modification for better control in PvP. Plague Curse Comment: Honestly, I don't really have any idea how this skill could be more useful right now. I had a suggestion involving walking rats, it could be interesting, but the idea would definitely need to be refined, as would the damage, animation, and debuff. So it's more of a suggestion for next year than for this one. Branch "Rat Horde" Comment: The same situation as with Plague Curse, it is difficult to change this branch at the moment. So again, this is a suggestion for next year. Given the interesting name of the branch itself, it should refer to skills that are related to rats themselves. Why? The answer is very simple: it's a cool way to combine skills with branches and their themes. Just like the “Eagle Nature” branch, which improves Eagle Eye with the Bloody Rain talent, or even Eagle Eye + a similar situation can be seen in the “Puma Agility” branch, which has the Elusive Claws talent. It's an interesting concept and it looks cool, so it should also be included in the “Rat Horde” branch. In a sense, this is done with Enragement talent, but unfortunately it is simply useless, not to mention Resonating Strikes. I think this branch could be combined with the new Plague Curse after the rework, if it happens, or with the old Bestial Wrath, but in a different way than the current one, and Resonating Strikes talent requires a complete change. The End Thank you for reading my comments and suggestions. Chieftain is heading in the right direction in terms of changes and is not becoming completely broken at the same time. This is something that has been missing over the years. There are literally only a few changes left that would make Chieftain a complete class with fairly simple and enjoyable gameplay, without making this character a god in every aspect of the game. I hope my suggestions will be taken into consideration. Take care, Hari.
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Сборка в КД тоже не сразу появилась , но все таки проигнорированы масс бои Наверное это лично меня смущает , в целом разбойники услышаны и апнуты , но кто будет в гуще событий накидывать метку
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