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    • Ну ты взял уже апнутого вара. И ты прав, а до этого импакта не было в масс сражениях 
    • Тонкий намёк что уши рубина это дети, которых горы не прочь полюбить? 
    • So, another year has passed and the balance changes are here. Generally speaking i'm quite happy about the changes for most classes and certainly some of them received well deserved nerfs while others, especially mc side classes got the upgrades they have long needed.   But let's focus on Chieftain here.      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.   I think this change is great and makes getting the bonus duration more consistent, especially when used before entering combat.    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.   It states "mechanics added", so this should be purely an addition to what we already have for the skill. If that is truly the case, then this is a very good addition because the defence boost is important and it is hard to keep the bonuses constantly active without using the talent that grants 2x buff/ used skill. So now when using resist or plaque talent, you can still keep the defence bonus active most of the time.    Thrashing Monster target limit added: 5 / 5 / 6 / 8 / 10.  Eagle Eye Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14).  Plague Curse Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14).  Swooping Army Monster target limit changed to 5 / 6 / 8 / 10 (was 8 / 10 / 12 / 14   Nothing to say here, the skills are good as they are, although there is no use for plaque outside of GvGs and i would like to see it changed, however i think it is too late to make complete reworks now.    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%).   Reasonable nerf with the cooldown but the end result in healing wont be changing much.    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.   I really wanted to see a rework for this talent and i am happy to see it. This is going to help alot with consistent, over time survivability. Only thing i would like is the chance to be just a flat 25% without any boost at lower hp since it can occur only once every 4 seconds. Having a 15% chance for something that has a 4 second cooldown is a bit too much in my opinion.    Bloody Rain (Eagle Nature branch) Maximum number of applied effects changed to 5 and 3 (PvP) (was 3).   Great boost for pve here but the problem is, the buff in PvE makes the left branch of the knowledge talents even less relevant than it already was.      Now, let's get into some thoughts and ideas i feel like chieftain needs.   Current description of the skill:    Wolf Alacrity Cooldown time reduced to 12 sec (was 18 sec). The skill will now only go on cooldown when the effect ends or the skill is manually deactivated. The next successful auto-attack under this effect will now additionally apply Stun to the enemy for 1 / 1 / 1.5 / 1.5 / 1.5 sec. The duration of Bleeding will no longer increase based on the remaining duration of Wolf Alacrity. Wolf Alacrity duration changed to 6 / 7 / 8 / 10 / 12 sec (was 4 / 5.5 / 7 / 8.5 / 10 sec). Bleeding will now cause physical damage for 20 / 25 / 30 / 35 / 40% of the character's Physical Power or 25 / 30 / 35 / 40 / 45% of the character's Magic Power every 2 sec, based on the dominant damage type. Slowdown duration changed to 3 / 3 / 4 / 5 / 6 sec (was 2 / 2 / 3 / 4 / 4 sec). Movement speed bonus changed to 20 / 25 / 30 / 37 / 47% (was 10 / 20 / 30 / 40 / 50%).   One of the key issues with Chieftain is that there are too many skills that are mandatory to level up, leaving very little possibilities to choose different approaches when it comes to skill selection. I'm suggesting to increase the movement speed gained at lower levels with Wolf Alacrity.   New version:    Movement speed bonus changed to 20 / 30 / 47 / 47 / 47% (was 20 / 25 / 30 / 37 / 47%).   This way, you could have the skill at 3/5 to gain the full movement speed bonus but still lose the duration, damage and enemy slowdown duration as the downside. This opens more options for people to put atleast 1-2 more skill points into Blow of spirits, heal or trashing (basic skills) because currently you are very limited with how many skill points you have left to use after leveling up the mandatory basic and expert skills.   Suggestion:    Frenzy Removed the interaction requirement with the basic skill Trashing to apply stun.   This should have been a change done long ago already. Currently you have to:   1. Use Trashing and hope the enemy does not resist it (very difficult to do consistently due to how much resist you can get nowadays). 2. Then, have Frenzy expert skill ready to be used and you have to use it within the next few seconds before trashing debuff ends. 3. Hope the stun effect doesn't resist.   If you succeed to land trashing on the enemy, have frenzy ready to be used and use it within the next few seconds, succesfully get past enemy resistance for the second time, congratulations! You now got a single target enemy stunned for 4 seconds.   Being able to get all of this done is just so incredibly difficult that it needs to be changed. Needing to bypass enemy resistance 2 times while having to use 2 specific skills in a specific order within few seconds to get a 4 second single target stun is just too much. (Mind you, trashing is a ranged skill also meant to make it easier to catch the enemy and alot of times when you use it, by the time you get near enough the enemy to use frenzy, the trashing effect has already passed)   Currently (especially now after buffing the middle talent branch for PvE), the left talent branch of the Chieftain really has no use. in PvE, the first key talent does not do anything because it is very easy to get maximum amount of penetration and high enough attack speed along with other stats in PvE builds. Meanwhile the first key talent in middle branch, especially after the buff it is getting now, grants a massive boost in both single target and aoe damage because of how many bleedings you can apply. So in comparison, middle branch    Bloody rain  talent outperforms the one in left branch in both PvE and PvP situations. The second key talent at the bottom of the branch also has the same issue. +12% dmg for 1 skill or auto-attack after after every successful auto-attack is just not enough to compete with what you get from middle branch PERMANENTLY.    This is the talent in left talent branch:  Resonating hits After 1 successful auto-attacks apply the “Resonating Hits” buff for 8 seconds. The effect increases physical and magical power by 12% until the next auto-attack or the use of “Blow of the Spirits”, “Bear's Stamina”, “Curse of the Plague”, “Swooping Army” or “Frenzy”.   This is the talent in middle talent branch:  Consonance Base physical strength is increased by 14% of basic magical strength. Base magical power is increased by 10% of basic physical power.   As you can see, and surely the data shows the same, the left talent branch of Chieftain just cannot outperform the middle one in ANY PvE or PvP situation.   So, my suggestion is to turn left talent branch into being all about physical damage, sacrificing magic damage and alot of healing because of it.   This is how the talent branch looks like now:     Branch “Rat Horde” It took a lot of training to tame such cunning creatures. Now the Chieftains of the "Rat Horde" branch are able to unleash a ferocious fanged malice on enemies.   Lesser talents    Wolf’s Alacrity+ Increases skill power gain from character's physical damage by 1 \ 2 \ 3%.  Cat Reflexes+ Increases the effect of a skill that increases a character's “Critical Hit” parameter by 2%.  Clans' Help+ Increases the effect of a skill that increases a character's “Penetration” parameter by 1%.  Frenzy+ Increases skill power gain from character's physical damage by 1 \ 1.5 \ 2%.   Key class talents    Enragement Bestial Wrath now increases character's Attack Speed and Penetration for any equipped piece of armor.  Resonating hits After 1 successful auto-attacks apply the “Resonating Hits” buff for 8 seconds. The effect increases physical and magical power by 12% until the next auto-attack or the use of “Blow of the Spirits”, “Bear's Stamina”, “Curse of the Plague”, “Swooping Army” or “Frenzy”.   Suggestion:     Enragement Bestial Wrath now increases character's Attack Speed and Penetration for any equipped piece of armor. Additionally, when the character is under "PvE" status, increases the character's Skill Power by 20%, or when the character is under "PvP" status, increases the character's Skill Power by 10%.    Resonating hits Talent reworked. Now Converts 70% of the character's total magical power into physical power in a 1:1 ratio.   Let's do some math. for this example i used a lv 34 chieftain using physical damage focused PvP equipment: - Full lv32 cloth greatness armors - Full physical damage accessory between level 32 and 34 (greatness % dmg rings and contender flat damage amulet, cape and bracelets. - lv 34 physical main stat craft mace + lv 33 physical main stat arena mace and lv 32 cloth belt. - lv 12 guild + maxed out minor damage talents (4.75% total), no other boost.   Total damage stats: without middle talent branch: Physical dmg 1904 and magical dmg 437. with middle talent branch passive dmg boost: Physical dmg 1971 and magical dmg 609.   so, you get 67 physical dmg and 172 magical damage passively from middle branch. also the total combined physical+ magical damage is 2580.   Let's see how it would look like with the conversion. So you have 1904 phys and 437 magic dmg because you would not get the passive boost anymore.   70% of magic dmg converted = 437 x0.7 = +305 physical dmg gained and the end result of 2209 phys dmg and 132 magic dmg and a combined total dmg of 2341. So as you see, the total combined damage compared to middle branch goes down from 2580 to 2341, but most of it turns into physical. Of course the exact stats may differ because of how flat and % bonuses from different sources are calculated and multiplied but this gives a general idea of how it approximately would looks like.   The Skill Power boost also helps the branch to be able to compete in the overall damage versus middle branch, especially in PvE without being too strong in PvP.   In conclusion, i'm not sure if these changes would be even enough to make it outperform middle branch in terms of total damage done over a longer period of time (like over a 10-20 + second period), but it would atleast offer another option to use. Of course the numbers can be changed if it appears too strong or too weak in certain situaions. You would lose your healing in PvP from magic almost completely, leaving you with just the the % of hp heals which would also be a big drawback for the sake of more physical damage in PvP   I would just like to see the talent branch have a reason to be used or atleast being somewhat viable. Currently there is none.   Thanks for reading    
    • Фулл челики высказались расходимся, пве как бы вообще не надо, да и жнеца все со старта качали. Кто успел тот и красавчик. Некра качайте или шама и не п.... тут нам.
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