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    • Предлагаю гибрид классам во все атакующие умения добавить "тип урона зависит от преобладающей силы персонажа" или "от суммы сил персонажа". Для примера привожу скрины описания умений   Ловчий:   ДК   А вот так уныло выглядит умение "Вихрь покаяния" гибрид класса Храмовник         
    • ну теперь зато понятно кто у нас тут "скрипты" пишет на форуме.
    • Ну так у него же скрипт для сбора данных, а не информации. Поэтому не вижу ничего противозаконного. 
    • Я так и знал, я так и знал, что меня все эти годы обманывали 
    • 1. PvP with the Vampirism Rune: Longer fights don’t mean balance   The vampirism rune may make fights longer, but this does not represent realism nor improve competitiveness. In PvP scenarios, this kind of mechanic:   Devalues burst damage — classes focused on explosive damage, like assassins and offensive mages, lose impact because the opponent can simply heal quickly after surviving the initial burst.   Favors passive sustain builds, where tanks and warriors with vampirism can survive indefinitely, turning PvP into a war of attrition rather than skill and strategy.   Reduces the weight of tactical decisions — like positioning, timing control, and focusing priority targets — because whoever heals too fast ends up forgiven for mistakes that should be fatal.     The result: excessive vampirism creates a scenario where the winner isn’t who plays better, but who can keep regenerating constantly — and this breaks the arena concept as a field of skill, timing, and precise execution.         2. PvE with anti-vampirism bosses: An artificial and risky solution   In PvE, the idea of adding bosses with abilities that reduce players’ vampirism effects is valid in theory, but it raises practical problems:   Requires careful design to avoid feeling like an artificial punishment — if the game starts creating bosses just to “fix” vampirism excesses, it signals that the problem lies in the core system, not in PvE.   Doesn’t replace the importance of real healers, but can cause frustration if players feel their vampirism is useless arbitrarily against certain enemies.   Creates inconsistency: In one area vampirism is essential; in another, it’s nerfed. This breaks the cohesion of the player’s build and progression system, confusing the experience.           Conclusion:   The excessive power of the vampirism rune unbalances PvP and weakens PvE design, requiring “patched” solutions like bosses with specific resistances. The best approach would be:   Limit the vampirism effect in PvP (with strong reduction in competitive environments).   Naturally reinforce the role of healers in PvE, with challenging content that demands cooperation and positioning, not just passive endurance.     If the arena is meant to prove who is better, vampirism cannot be the deciding factor.  
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