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[2020.08.20] Warspear Online 8.4.2 Update: Release


Peony

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Friends! 

 

We are ready to present you the 8.4.2 update, which is already flying to all your devices on Android, iOS, Windows, MacOS and Linux. Just keep in mind that versions for various platforms may be delayed.

 

During the test server, we analyzed the feedback from you and reviewed the efficiency of some skills. You can find the full updated list below. It already includes the edits that were added after both stages of testing. This update also have bug fixes for set skills, as well as other game changes and improvements. 

 

Chosen

 

Mage

 

аура огня.png Aura of Fire

The skill’s damage no longer interacts with items’ “Stun” bonus.

Increased damage on all skill levels.

 

эфир барьер.png Ethereal Barrier

Changed skill mechanics.

Upon receiving damage of 25-20-15-10% of maximum health points within 2 seconds, the mage receives a defensive barrier for 6-7-8-9 seconds, absorbing 100% damage from following attacks within 0.25-0.35-0.45-0.55 seconds.

The effect can only trigger once every 4 seconds.

 

перегрузка.png Overload

Changed skill mechanics.

Now every time after using any skill, the character will receive a temporary buff. After gaining 5 buffs the character receives the “Overload” positive effect. With the next successful autoattack the target will receive the effect dealing damage over time and lowering movement speed.

Duration of the effect — 8 seconds, damage is equal to 30-40-50-60% every 2 seconds.

Character can't get new buffs from the skill while he has the "Overload" effect.

 

глаз дракона.png Dragon Eye

Changed the values of bonuses Attack speed and Accuracy on all skill levels. From 10-15-20-25% to 7-10-13-18%.

Changed the amount of restored energy on autoattacks. From 3-5-7-10% of maximum to 4-5-6-7%.

 

Seeker

 

ожесточение.png Exacerbation

The skill now increases the “Attack power” parameter instead of directly modifying the attack.

 

Инстинкт атаки.png Attack Instinct

Changed damage to additional targets. From 50-60-70-80% of physical power to 20-25-35-50%.

Changed the duration of the effect. From 20-25-30-40 seconds to 16-18-20-22.

Cooldown time changed from 45 to 36 seconds.

 

притяжение.png Attraction

Now it is possible to pull targets under the effects of stun/sleep.

Cooldown time changed from 25 to 20 seconds.

Changed the duration of the effect, increasing damage to the target. From 3-4-5-6 seconds to 5-6-7-8.

 

исчезновение.png Disappearance

Changed the chance to stun a target when attacking from invisibility. From 20-30-40-50-60% to 40-50-60-70-80%.

 

Paladin

 

знамя харада.png Harad's Banner

Changed the range of the skill. From 4 yards to 3.

Changed the area of effect of the banner. Radius changed from 3 yards to 2.

Added a limit on the amount of targets from the debuff in PvP — 3-4-5-6.

Cooldown time changed from 40 to 35 seconds.

Now players targeted by the debuff are highlighted visually.

 

Внутренние силы.png Inner Forces

Changed skill mechanics.

Lowers incoming damage by 2% for each 12-10-8-6% of missing health.

 

отталкивающий удар.png Repellent Strike

Increased the damage dealt on all skill levels.

Cooldown time changed from 20 to 16 seconds.

 

Priest

 

перемирие.png Armistice

Increased the range up to 5 yards.

 

изнуряющее бремя.png Exhausting Burden

Changed skill mechanics.

Afflicts the target with an effect prohibiting movement and lowering the value of physical/magical power for 20-30-40-50% for 4-5-6-7 seconds.

The interaction with the Armistice skill was removed.

 

Firstborn

 

Druid

 

живительный поток.png Invigorating Stream

Changed the priority of target selection: now what matters is not the minimum amount of hit points, but the percentage of health of the maximum. The selection does not include any allied minions/summoned monsters, except the ones summoned by the Druid.

If there are no suitable targets within range, the skill becomes inaccessible for use.

 

Покровительство леса.png Patronage of the Forest

Changed the amount of health restored after successful trigger of the skill. From 40-45-50-60% to 30-35-40-45%.

Lowered the cost of using the skill. From 28-30-32-34 to 24-26-28-30 energy points.

 

лечебный барьер.png Healing Barrier

Cooldown time changed from 45 to 35 seconds.

Changed the range of the skill from 3 yards to 4.

Changed the duration of the effect on all skill levels. From 10-12-16-20 seconds to 7-9-11-13.

 

поддержка стихии.png Elemental Backing

The summoned monster now uses the character’s parameters “Critical hit”, “Accuracy”, “Penetration”, “Resilience” and “Ferocity”.

 

Blade Dancer

 

контратака.png Counterattack

Changed skill mechanics

Upon using the skill the Blade Dancer applies the effect to themselves for 4-5-6-7 seconds. Upon receiving damage, the Blade Dancer deals 40-50-60-75% of their physical damage back, if the target is within the radius of 1-2-3-4 yards.

The returned damage is affected by attack strength modifiers and ferocity.

The damage is dealt no more often than once every 1.3-1.2-1-0.75 seconds.

Cooldown time: 30 seconds.

Damage from counterattack now works with a Steal Health bonus.

 

Дух сопротивления.png Spirit of Resistance 

Fixed the error due to which the effect of the opponent’s relic was not removed if its effect was negated by resistance.

Relics list:

Relic of Absolute Powerlessness

Relic of Physical Helplessness

Relic of Magic Helplessness

Relic of Lack of Deftness

Relic of Lack of Agility

Relic of Fatigue

Relic of Lack of Accuracy

Small Relic of Absolute Powerlessness

Small Relic of Physical Helplessness

Small Relic of Magic Helplessness

Small Relic of Lack of Deftness

Small Relic of Lack of Agility

Small Relic of Lack of Fatigue

Small Relic of Lack of Accuracy

Icy Relic of Exhaustion

Magic Relic of Oppression

 

звуковой удар.png Sonic Boom

Changed the amount of damage received by additional targets. From 33% of base damage of the skill to 25-30-40-55%.

Increased damage on all skill levels.

 

просветление.png Enlightenment

Using the skill no longer cancels invisibility.

 

Warden

 

мастер блока.png Block Master

Changed the amount of restored health on all skill levels. From 10-12-15-20% of missing health to 8-10-13-18%.

Changed the rate of triggering the effect on all skill levels. From 2-1.75-1.5-1 seconds to 2 seconds on all skill levels.

 

фортификация.png Fortification

Changed base skill parameters.

Lowering incoming damage. From 15-25-35-50%, to 6-12-18-25%.

Changed energy consumption on all skill levels from 6-6-8-8 points of energy per 2 seconds to 4-5-6-7.

There is no reduction in physical power for the duration of the skill.

 

бросок щита.png Shield Throw

Changed skill mechanics.

Removed the effect lowering the physical defense of the opponent. Instead now the skill with a chance of 25-35-45-55% can apply the “Stun” effect for 2-2.5-3-3.5 seconds.

Increased dealt damage on all skill levels.

 

мощный выпад.png Powerful Lung

Increased the amount of damage to additional targets. From 50% of damage on the main target to 40-50-60-75%.

Increased damage on all skill levels.

 

Ranger

 

взрывная ловушка.png Explosive Trap

Now the attack accounts for the character’s parameters “Ferocity”, “Accuracy”, “Penetration”, and “Critical hit”.

 

замедляющая ловушка.png Slowing Trap

Now the attack accounts for the character’s parameters “Ferocity”, “Accuracy”, “Penetration”, and “Critical hit”.

 

прицельная стрельба.png Point Shooting

Changed the visual effect of the skill.

The power of the effect that reduces the movement speed of the character is now equal to 10% on all skill levels.

 

уклонение.png Evasion

Changed the value of the skill’s bonus. From 5-6-7-8-9% to 5-7-9-11-13%.

 

мощный выстрел.png Powerful Shot

Cooldown time changed from 8 to 10 seconds.

 

благословление.png Ranger Blessing

Changed the duration of the effect. From 10-12-14-16-18 seconds to 14 on all skill levels.

 

охотничья клетка.png Hunter's Cage

Removed effect that reduced the physical defense of the target.

 

Mountain Clans

 

Barbarian

 

рубящий удар.png Chop 

Cooldown time changed from 6 to 8 seconds.

 

последнее желание.png Last Wish

Changed skill mechanics.

Reduces incoming damage to the character by 50-65-80-95% for 8 seconds upon dropping down to 25-30-35-40% health.

The effect triggers no more often than once every 90 seconds.

 

удар щитом.png Shield Strike

Increased damage on all skill levels.

 

Shaman

 

рука предков.png Ancestors' hand

Added a limitation to moving player characters. Now the skill can only transport players in one group or guild with the shaman. 

Disallowed moving characters with the regalia of the Mermen in the Trial of the Mermen event.

In the event of moving being prohibited, the target character will receive a shield.

 

огненный тотем.png Fire Totem

Reduced the dependence of the amount of dealt damage from character level.

Added an additional effect — with a chance, equal to the critical hit chance, the totem can apply a damage over time effect for 5 seconds. The effect deals damage equal to 20-22-24-26% of the Shaman’s magical power every second. If the target already has such an effect, it will not apply again.

 

Rogue

 

Стальной шквал.png Flurry of Steel

Increased damage on all skill levels.

Upon dealing damage, there is a 20-25-30-35% chance to stun the opponent for 1-1.5-2-2.5 seconds.

 

Взбешенность.png Frenzy

Increased the duration of the skill on all skill levels up to 12 seconds.

Reduced the penalty to incoming damage on all skill levels. From 25-20-15-10% to 20-16-12-8%

 

Коварный удар.png Sinister Strike

Increased the damage on all skill levels. 

Cooldown time changed from 26 to 18 seconds.

 

Увёртывание.png Dodging 

Changed the bonus amount from the skill. From 5-6-7-8-9% to 5-7-9-11-13%.

 

Hunter

 

Ловушка лесника.png Forester's Trap

Now the attack accounts for the character’s parameters “Ferocity”, “Accuracy”, “Penetration”, and “Critical hit”.

 

Отравленная стрела.png Poisoned Arrow

Increased dealt damage on all skill levels.

 

Проворство охотника.png Hunter's Agility

Increased the amount of bonus from the skill. From 5-6-7-8-9% to 5-7-9-11-13%.

 

Смертельный выстрел.png Fatal shot

Cooldown time changed from 8 to 10 seconds.

 

Forsaken

 

Death Knight

 

Выдох мрака.png Exhalation of Darkness

Now the duration of the stun changes with skill level. From 2.5 seconds on all skill levels to 2-2.5-3-3.5-4.

 

Нити тьмы.png Threads of Darkness

Changed the duration of the suppression effect on all skill levels. From 2-3-4-5-6 seconds to  4-5-6-7-8.

Cooldown time reduced from 30 to 22 second.

Now it is possible to pull the target under the effects of stun/sleep.

 

Зов смерти.png Death Call

The skill’s damage no longer interacts with the “Stun” item bonus.

 

Warlock

 

Зона слабости.png Weakness Zone

Cooldown time is changed from 20 to 30 seconds.

Changed the duration of effect on all skill levels. From 8-10-12-14 seconds to 6-8-10-12.

 

Порча.png Hex

Increased the dealt damage on all skill levels. 

 

Вытягивание жизни.png Life Exhaust

Increased the damage on all skill levels.

Increased the amount of restored health on all skill levels. From 34-37-40-43-46% of dealt damage to 35-45-55-65-75%.

 

Теневая сфера.png Shadow Sphere

Changed the mechanic of calculating damage depending on the current energy. The skill no longer costs energy before use, but instead restores 10-12-14-16 points of energy.

Changed the dependence of the damage from the relation of the amount of current energy to the maximum — dealt damage was lowered by ~25%.

 

Каменное тело.png Stone Body

Changed the mechanic of using the skill. Now after using the skill it can be cancelled during its effect.

Changed the duration of the skill. From 4-6-8-10 seconds to 6-8-10-12.

The skill now restores health every 2 seconds of its duration amounting to 2-3-4-5% from maximum health amount. 

 

Сила покоя.png Power of relaxation

Changed the consumption of energy on all skill levels. From 6-7-8-9 points per 2 to 7-8-9-10.

 

Necromancer

 

Роковая связь.png Fateful Connection

The damage received through the effect of this skill no longer stops targets.

 

Смертельный взгляд.png Deathly Eye

Increased the chance of successfully using the skill on minibosses, bosses and raidbosses from 35% to 45% on all skill levels.

 

ядовитый щит.png Poisonous Shield

The skill can now be applied to any friendly character/monster, including a minion or summoned monster.

 

Charmer

 

вызов.png Call

The summoned monster now uses the character’s parameters “Critical hit”, “Accuracy”, “Penetration”, “Resistance”, and “Ferocity”.

 

Помощь хаоса.png Help of Chaos

The summoned monster now uses the character’s parameters “Critical hit”, “Accuracy”, “Penetration”, “Resistance”, and “Ferocity”.

Base energy amount of the monster increased from 100 to 250 points.

Delay between autoattacks is reduced from 6 to 4.5 seconds.

 

Подстрекательство.png Goading

Effect duration increased on all skill levels. From 6-7-8-9 seconds to 8-9-10-11.

 

Знания мертвеца.png Knowledge of the Dead Man

The effect of the skill now only triggers on a successful autoattack on the target.

Character can't get new buffs from the skill while he has the "Dark Aura" effect.

 

Тёмная призма.png Dark Prism

Changed the range of the skill from 5 to 4 yards.

 

Слабость.png Weakness

Changed the power of the effect on all skill levels. Lowered the defense points reduction from 10-15-20-25-30% to 15-25-35-45-55%.

Changed the duration of the effect on all skill levels. From 10-12-14-16-20 seconds to 8-10-12-14-16.

 

Око тьмы.png Eye of Darkness

Changed the amount of “Accuracy” bonus on all skill levels. From 3-10-17-25% to 7-10-13-18%.

 

We also remind you that the base delay of attacks for bows and crossbows was changed:

Bows: from 2.8 seconds to 3.3.

Crossbows: from 3.3 seconds to 3.9.

 

Set skills 

  • summoned copies using the "Deadly illusion" skill are now displayed correctly (they visually replicate the character completely)
  • fixed incorrect animation when transforming with the "Ancestors' Power" set skill
  • fixed a bug when using the "Crushing Will" set skill - now the additional effect of the skill does not go to cooldown
  • fixed incorrect work of debuff to reduce physical/magic protection when using the  "Sneer of Fate" set skill - now physical/magic protection is reduced to zero when character will transform
  • fixed incorrect work of level 32 set skills when taking off/putting on a set of equipped items

In addition, the following changes and improvements will be made to the game with update 8.4.2:

 

Guild events

  • excess objects are now removed after the start of a new round at the 1st stage of the Guild cup event “Trials of the Mermen”
  • fixed incorrect work of the Druid's "Patronage of the Forest" skill when interacting with the Regalia at the 1st stage of the Guild cup event “Trials of the Mermen”
  • added boss markers on the map at the "Invasion of Chaos" Guild event

Dungeons

  • changed the mechanics of the skills of monsters "King's Guard", "Warrior Merman" and "Guardian of Mermen" in the "Mermen Sanctuary" Dungeon, as well as the Heavy-handed Jabbar boss in the Champions Colosseum Dungeon - now they do not damage minions

Other changes 

  • fixed incorrect work of the teleport from the Military Camp during the battle for the Sea Turtle Castle
  • added a prohibition on participating in Arena battles from dedicated area
  • returned the standard cost of moving between the islands of Arinar
  • added an additional option "Quick sending items" for iOS devices - now players on this platform can disable it to send an item to chat with the accompanying text
  • reduced the out-of-sync that occurred when using certain skills while moving

Gift

Every character of level 12 or higher will receive a Book of Oblivion due to skill changes.

 

Important!

 

Please note that starting September 1, 2020 we will stop supporting the client on Windows Phone and Windows 10 Mobile. This decision was taken due to Microsoft ending support and updates of Windows Phone and Windows 10 Mobile.

 

You can read more about end of support for Windows Phone here:

https://support.microsoft.com/en-us/help/4036480/windows-phone-8-1-end-of-support-faq 

 

You can read more about end of support for Windows 10 Mobile here:

https://support.microsoft.com/en-us/help/4485197/windows-10-mobile-end-of-support-faq 

 

See you in the game!

AIGRIND

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I really hoped for a further change of the Saturation Skill... I feel like this skill is being neglected for too long. 

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Set skills 

  • summoned copies using the "Deadly illusion" skill are now displayed correctly (they visually replicate the character completely)
  • fixed incorrect animation when transforming with the "Ancestors' Power" set skill
  • fixed a bug when using the "Crushing Will" set skill - now the additional effect of the skill does not go to cooldown
  • fixed incorrect work of debuff to reduce physical/magic protection when using the  "Sneer of Fate" set skill - now physical/magic protection is reduced to zero when character will transform
  • fixed incorrect work of level 32 set skills when taking off/putting on a set of equipped items

 

 

mmm need test these when server up

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9 hours ago, Peony said:

We also remind you that the base delay of attacks for bows and crossbows was changed:

Bows: from 2.8 seconds to 3.3.

Crossbows: from 3.3 seconds to 3.9.

Sad day

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Pala new skill is bugged, its increasing enemy damage lol it does the opposite effect.

 

So i tested my damage to my friends pala and before buying the reworked pala book i hit 891 to him and after he  bought the book i hit 1054 with same stat and equipment, its decreasing damage after its lose some hp still work only its higher than before buying the book. i have posted this no one listen😡

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9 hours ago, Peony said:

We also remind you that the base delay of attacks for bows and crossbows was changed:

Bows: from 2.8 seconds to 3.3.

Crossbows: from 3.3 seconds to 3.9.

Holy.. :shok:

 

 

9 hours ago, Peony said:

Paladin

 

знамя харада.png Harad's Banner

Changed the range of the skill. From 4 yards to 3.

Changed the area of effect of the banner. Radius changed from 3 yards to 2.

Added a limit on the amount of targets from the debuff in PvP — 3-4-5-6.

Cooldown time changed from 40 to 35 seconds.

Now players targeted by the debuff are highlighted visually.

 

Внутренние силы.png Inner Forces

Changed skill mechanics.

Lowers incoming damage by 2% for each 12-10-8-6% of missing health.

 

отталкивающий удар.png Repellent Strike

Increased the damage dealt on all skill levels.

Cooldown time changed from 20 to 16 seconds

Once again, an update to skills, and Paladins are still going to continue using and upgrading the same skills as before.

First you introduce Inner Force, Paladins still with Prayer/Banner/Sacred Shield. And now nothing is gonna change, if anything, some shield user Paladins might level up Strike instead of Banner. The new skill is still too weak to compete in the current arena and dungeon meta.

 

You might say well then nerf Sacred Shield since it's such an obvious choice for all Palas. You can do that, but without a decent buff to existing useless skills, you nerf Paladin into the ground with no chance to stay relevant. It would be more reasonable to buff other skills imo.

 

I'm not saying Paladin as a whole needs a buff or a nerf. In fact, Pala is still very strong because of Sacred Shield and heals. But that's also kinda the problem, you will never see diversity in Pala builds as long as you have a huge gap in strength between skills like that.

 

Sun Seal is still a skill that is useless and never addressed. Inner Forces and Light Protection are also not effective at all.

 

Anyway, I don't know why I'm complaining, I'll keep winning with the same 3 skills. 🙂

But keep checking your statistics on Paladin skill upgrades, when you see only the same experts are being used, it's not because they are overpowered, it's because the other skills are still very bad.

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9 hours ago, Peony said:

Дух сопротивления.png Spirit of Resistance 

Still can't believe this is in the game and you guys made no changes to it. What's the logic? I get that it must be frustrating to be melee and die without even being able to get to the target, but this skill is just ridiculous on its conception. Way better and more fair to give them a skill like the Barbarian or an increased chance to evade stuns/debuffs than this completely BROKEN and UNFAIR skill.

 

Love the update overall, even though I'm a necromancer and didn't get anything cool this update. I agree that necros are fine, so no problem. Keep listening to the community and changing skills often, so we can get into a more balanced game state soon. Good update. Good work ! 👏

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11 minutes ago, Gladiator said:

But that's also kinda the problem, you will never see diversity in Pala builds as long as you have a huge gap in strength between skills like that.

 

It's like 1 year that dks are going on with 4/4 Deathcall, 4/4 Aura, 4/4 blood protection. 

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17 minutes ago, Baphometh said:

Still can't believe this is in the game and you guys made no changes to it. What's the logic? I get that it must be frustrating to be melee and die without even being able to get to the target, but this skill is just ridiculous on its conception. Way better and more fair to give them a skill like the Barbarian or an increased chance to evade stuns/debuffs than this completely BROKEN and UNFAIR skill.

It's not OP in arena or any fight that is bigger than a 1v1. 3 resist buffs go away very fast. It's Sentinels only chance to counter full control Necro/Charmer or Charmer/Warlock combos.

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4 minutes ago, Gladiator said:

It's not OP in arena or any fight that is bigger than a 1v1. 3 resist buffs go away very fast. It's Sentinels only chance to counter full control Necro/Charmer or Charmer/Warlock combos.

 

Alongside with Mage's resist, Paladin's Fetters, Bladedancer's Rush and so on... 

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10 hours ago, Peony said:

Blade Dancer

 

контратака.png Counterattack

Changed skill mechanics

Upon using the skill the Blade Dancer applies the effect to themselves for 4-5-6-7 seconds. Upon receiving damage, the Blade Dancer deals 40-50-60-75% of their physical damage back, if the target is within the radius of 1-2-3-4 yards.

The returned damage is affected by attack strength modifiers and ferocity.

The damage is dealt no more often than once every 1.3-1.2-1-0.75 seconds.

Cooldown time: 30 seconds.

Damage from counterattack now works with a Steal Health bonus.

Yet another broken skill for bds, i really don’t understand where is the balance? 🤔 

to top it up they increased damage from sonic too like wow!!!!!!!

lets change the name too from warspear to bdspear😃

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Just now, Necromaa said:

Yet another broken skill for bds, i really don’t understand where is the balance? 🤔 

to top it up they increased damage from sonic too like wow!!!!!!!

lets change the name too from warspear to bdspear😃

this skill is actually not that much powerful , since duration is 7 sec , cd is 30 

also sonic boom increased dmg in aoe not the base dmg 

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Wow thanks for listening devs I commented on the last forum to remove the dmg redution of forti on the user and there it is. Thanks for actually listening to feedbacks devs

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4 minutes ago, Gladiator said:

It's Sentinels only chance to counter full control Necro/Charmer or Charmer/Warlock combos.

Kkkkk...I see you're a pala... I advise you to go 1v1 and 2v2 arenas versus 1/2 good bds and tell how was it... deal? 

 

6 minutes ago, Gladiator said:

It's not OP in arena or any fight that is bigger than a 1v1. 3 resist buffs go away very fast. It's Sentinels only chance to counter full control Necro/Charmer or Charmer/Warlock combos.

Do you know how rogue suffers in the hands of druids, priests, bds, palas? (Because yes they also can kill you in stun combo, no one talks about it but I've seen e felt it) where is the resist skill? See where I want to get at?

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Paladin'in Kalkanı çok güçlü değil mi? 10 saniye zarar veriyorum ama kırılmıyor !! 1 +10 avcım var.ben daha kalkanı kıramadan yenisini açabiliyor.

Edited by Mczohan08
something ı forgot
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10 minutes ago, Kamisama said:

this skill is actually not that much powerful , since duration is 7 sec , cd is 30 

also sonic boom increased dmg in aoe not the base dmg 

Its not based on received damage anymore but on bd’s base damage. 

If a bd has 1k+ base (which is normal) 75% of it every 0.75 secs for 7 secs like for real? U can do the math how much it will hurt in those 7 secs 😉

And its not strong?:no-no-crazy-rabbit-emoticon:

Edited by Necromaa
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1 hour ago, Taiah said:

Pala nova habilidade está bugada, seu dano inimigo crescente lol faz o efeito oposto.

 

Então eu testei meu dano ao pala de meus amigos e antes de comprar o livro de pala retrabalhado eu acertei 891 para ele e depois que ele comprou o livro eu acertei 1054 com as mesmas estatísticas e equipamentos, seu dano diminuindo após perder algum HP ainda funciona apenas é maior do antes de comprar o livro. Eu postei isso ninguém escuta 😡

Akasha??????????????????????????

Eles fazem de propósito... O único jogo onde pala é a classe mais frágil... Um druida tanka mais q pala.. rogue Priest todas as classes tankam individualmente melhor 

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1 hour ago, Gladiator said:

 

Piedosos.. : shok:

 

 

Mais uma vez, uma atualização de habilidades, e os Paladinos continuarão usando e aprimorando as mesmas habilidades de antes.

Primeiro você apresenta Inner Force, Paladins ainda com Prayer / Banner / Sacred Shield. E agora nada vai mudar, se alguma coisa, algum usuário de escudo Paladins pode aumentar o nível de Strike em vez de Banner. A nova habilidade ainda é muito fraca para competir na arena atual e meta de masmorra.

 

Você pode dizer bem, então nerf Sacred Shield já que é uma escolha tão óbvia para todos os Palas. Você pode fazer isso, mas sem um buff decente para as habilidades inúteis existentes, você nerf Paladin no chão sem chance de permanecer relevante. Seria mais razoável melhorar outras habilidades.

 

Não estou dizendo que Paladin como um todo precisa de um buff ou um nerf. Na verdade, Pala ainda é muito forte por causa do Escudo Sagrado e da cura. Mas esse também é o problema, você nunca verá diversidade em construções em Pala enquanto houver uma grande diferença de força entre habilidades como essa.

 

O Selo do Sol ainda é uma habilidade inútil e nunca abordada. As Forças internas e a proteção contra luz também não são eficazes.

 

Enfim, não sei porque estou reclamando, vou continuar vencendo com as mesmas 3 habilidades. 🙂

Mas continue checando suas estatísticas sobre as atualizações de habilidade do Paladino, quando você vir apenas os mesmos experts sendo usados, não é porque eles estão subjugados, é porque as outras habilidades ainda são muito ruins.

Paladino precisa de um REWORK de todas as skil... E torná-lo um paladino tradicional de todo rpg... Físico tank e sim com habilidades de suporte baseadas em seu Hp e sua defesa... 

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48 minutes ago, Higgings said:

 

Alongside with Mage's resist, Paladin's Fetters, Bladedancer's Rush and so on... 

Yeah.. But most Legion control skills out-range Fetters and Rush... In general, Mcs have more ranged controls and are always more likely to initiate control, so that's why that resist is fine in arena fights.

 

 

41 minutes ago, necrotp1 said:

Kkkkk...I see you're a pala... I advise you to go 1v1 and 2v2 arenas versus 1/2 good bds and tell how was it... deal? 

 

Do you know how rogue suffers in the hands of druids, priests, bds, palas? (Because yes they also can kill you in stun combo, no one talks about it but I've seen e felt it) where is the resist skill? See where I want to get at?

Yea I'm a Pala and in 2v2, I did beat Bd-Bd, Bd-Druid, Bd-Mage, Bd-Pala, you name it. They are not unbeatable. any Charmer can fully control bds without touching them even with their resist, they just need to know how to play the game.

And I don't do 1v1, because it's not fair when I have an arena set up with Sacred Shield maxed, which is fine, the game isn't supposed to be balanced for 1v1, as devs repeatedly said before.

 

Bds damage and rush stun are OP though, I'm not defending the class.

Edited by Gladiator
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45 minutes ago, Gladiator said:

Não é OP na arena ou qualquer luta maior que 1v1. 3 buffs de resistência vão embora muito rápido. É a única chance dos Sentinelas de contra-atacar os combos Necro / Charmer ou Charmer / Warlock de controle total.

Não concordo.... Blade dancer já tem a investida com resistir e um dano absurdo! Quer resistir mais? Então monte um set resistência! Aprenda a buildar equipamentos!

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36 minutes ago, necrotp1 said:

Kkkkk ... Vejo que você é um pala ... Eu aconselho você a ir nas arenas 1v1 e 2v2 versus 1/2 bds bons e dizer como foi ... lidar? 

 

Você sabe como o ladino sofre nas mãos de druidas, sacerdotes, bds, palas? (Porque sim, eles também podem matar você em combo de atordoamento, ninguém fala sobre isso, mas eu vi e senti) onde está a habilidade de resistência? Veja onde eu quero chegar?

Desculpa mas... Ladino com build esquiva e skill de cura tá espancando qualquer classe melle e até mesmo druidas só perdendo pra charmers e mago 

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47 minutes ago, Necromaa said:

Yet another broken skill for bds, i really don’t understand where is the balance? 🤔 

to top it up they increased damage from sonic too like wow!!!!!!!

lets change the name too from warspear to bdspear😃

Lol 

U Just read this one?

You forget read mage Nerf.

wd Nerf? And stop complaint about one skill still no one spend point on this skill.

An yea we can complain to 

Charmer more op lol

Now he's pet deal more DMG and hard to kill cuz use summoner's own resi and fero -_- 

So we can call mcspear?

 

Edited by Som
Lol forget something
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7 minutes ago, Gladiator said:

Sim ... Mas a maioria das habilidades de controle da Legião fora do alcance de Fetters e Rush ... Em geral, os Mcs têm mais controles de alcance e são sempre mais propensos a iniciar o controle, então é por isso que resistir é bom em lutas de arena.

Glad.... Me diz uma coisa você como paladino consegue ganhar de bd? Eu duvido! Pala mágico ou pala físico não importa sempre vai ser inferior! E isso é algo ridículo as classes tem q ser equilibradas! Como um pala então não tem nenhuma skill defensiva? Onde está nosso rush? Chamado de harad? Chamado de harad é inútil ridicula mesmo 4/4 não funciona mais! Além disso o jogo tem um servidor horrível que faz você pular utilizando chamado e mesmo caindo em cima do alvo não tem efeito algum nem dano algum pois o server é ruim e mostra a localização errada do inimigo! 

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11 hours ago, Peony said:

added boss markers on the map at the "Invasion of Chaos" Guild event

Could you guys add a marker for Torch in Descent Into a Grotto guild event aswell.Like in "Trials of Mermen" am sure there is guilds who struggle to keep up with the Torch carrier..

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1 hour ago, Taiah said:

Paladin's new ability is buggy, his enemy damage increasing lol does the opposite effect.

 

So I tested my damage to the Paladin of my friend and before buying the reworked book I hit 891 for him and after he bought the book I hit 1054 with the same stats and equipment, his damage decreasing after losing some HP still works it's just bigger than before you bought the book. I posted this nobody listens to 😡

18 minutes ago, Luiz Carlos said:

Akasha??????????????????????????

 

I'm going to ask for the team to check this situation right away, thank you!

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O fato que vocês não querem ver é que tanto o paladino quanto o cavaleiro da morte merecem Rework classe em todas as skills e propostas! Eu jogo do lado MC de bárbaro e jogo do lado Elfo de pala e mago embora eu tenha todas as classes...

Eu jogo mais com essas três... Mas no contexto geral paladinos e cavaleiros da morte estão muito para trás em comparação as outras..... Principalmente o paladino.. que quando é mágico não consegue revidar ataques a distância!!!! Aparo não funciona com ataques a distância e quando está próximo ele não consegue trocar socos com classes melle pois paladino mágico não tem ataque básico então grilhoes é uma armadilha pois não stuna de fato! Nunca a cura do pala vai suportar ataques básicos de um bd de um sekker e rog  sair do banner do pala é a coisa mais simples pois pode fazer uso de potion até mesmo na arena!!! 

Existem tantos problemas com a classe que eu nem sei porque insisto tanto nela! Deve ser pela frustração mesmo 

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50 minutes ago, Necromaa said:

Yet another broken skill for bds, i really don’t understand where is the balance? 🤔 

to top it up they increased damage from sonic too like wow!!!!!!!

lets change the name too from warspear to bdspear😃

Cant understand the point of overpowering bd for years and lyinh that it is cool and balanced because bd is so discriminated and suffers from locks stuns and so on.

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3 minutes ago, Som said:

Lol 

U Just read this one?

You forget read mage Nerf.

wd Nerf? And stop complaint about one skill still no one spend point on this skill.

An yea we can complain to 

Charmer more op lol

Now he's pet deal more DMG and hard to kill cuz use summoner's own resi and fero -_- 

So we can call mcspear?

 

Bds palas druids have been controlling arena, 

wardens controlling both arena (takes ages to kill them)+ pve(no healers required if have a warden) 

Mages are supposed to be a damage support class not tanky( so this was right time to put them in place). 

Shamans are nerfed look at locks they killed them. Dk keeps getting nerf every update.

which one class on mc side is controlling any place?

so definitely not mcspear my friend. 

And as far as that one skill is concerned where no one was spending points on will be 4/4 for every bd. This update was mainly to wake u dead skills.:advise:

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51 minutes ago, Necromaa said:

Yet another broken skill for bds, i really don’t understand where is the balance? 🤔 

to top it up they increased damage from sonic too like wow!!!!!!!

lets change the name too from warspear to bdspear😃

 

i am are swagarhero from the themercer guild. My is support this name change so mi chilled's mothar come bacc to make rotis for my. Bit*c shamn Buuuuush leader shitturds guild took her from my coz he big pp dmg n me are smol pp. But now daddy Counter is bacc n i kiil evryone with one press button

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um, hello there, druids summon (Elemental Backing) doesn't stop attacking when the enemy is under ice relic of captivity is this a bug or is it supposed to be this way? 

 

@Akasha

@Peony

Edited by REAPER
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7 minutes ago, REAPER said:

um, hello there, druids summon (Elemental Backing) doesn't stop attacking when the enemy is under ice relic of captivity is this a bug or is it supposed to be this way? 

 

Hmm, sounds like a bug. I have to ask about it.

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8 минут назад, REAPER сказал:

um, hello there, druids summon (Elemental Backing) doesn't stop attacking when the enemy is under ice relic of captivity is this a bug or is it supposed to be this way? 

 

@Akasha

@Peony

yep, it doesn't stop attacking, right

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1 hour ago, Lance Rafael Anguluan said:

Wow thanks for listening devs I commented on the last forum to remove the dmg redution of forti on the user and there it is. Thanks for actually listening to feedbacks devs

:true_story1:

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2 minutes ago, Peony said:

yep, it doesn't stop attacking, right

🙏 thanks Masha

 

2 minutes ago, Akasha said:

Hmm, sounds like a bug. I have to ask about it.

and... I was wrong RFDI6CLQVrCK-QAwQ2jClv-yYcb0rZBOpN9HehGn

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