In total, there will be an instance for 2 guilds, that's cool........
Posts by Ramer
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Is it possible to switch to b2 so that pets do not count towards the tactic? (currently both cenedrile and petty are taken into account)
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After the last nerf on s / wd, it currently lags behind the best classes. I would suggest a slight change to skill ID 494038 from 50% to 55%.
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I am of a similar opinion, when testing s / wl I had to be in a quite specific pt to be able to show what it can do
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Happy new Year
(Charaktername: Ramer)
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S / M
This has already been mentioned, skill lev 60 ID 499548 is the only skill negatively influencing the characters I know. It lowers the attack speed and reduces damage - on a dps connection, and in range, it is completely unnecessary and at the same time lowers the potential of this connection. I suggest removing damage reduction and just adding that 10% physical speed.
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S / ch
Change the range of the skills 490420 and 491292 on firearms from 50 to 200 (just like on a crossbow and a bow) so that it makes sense to use them and s / ch should already be playable.
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Can someone answer the question why in ranged weapons you can't bet on attack speed or spell casting speed?
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S / K, I have a proposal for this combination.
Add light damage to offensive skills (in addition to the wind arrow ID 491128 skill).
In skillu shot disarming ID 490432 remove gc add 1 second cooldown.
In the Skill Shot ID 493318 skill, remove the bonus for hitting the opponent (the bonus is currently 570 points for physical and magic attack on level 104 - this is a very funny result, even unnecessary), but add 6 targets instead of 3.
Skill mana transformation ID 499565 reduced to 30 sec. Skill Spiritual Join ID 493256 remodel to passively add light damage.
Start taking player requests seriously
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3 decks is 3x 2500 x 4 randomness attributes. Do you really think it's a good change? Additionally, there are cards that can only be obtained once. What about them? You chose one of the worst possible solutions to the problem. From the perspective of "new" players, you raise your entry attempts too high. Rather, this change will not attract new players.
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Why, after changing the stones, I have no choice what kind I can replace it, but it happens randomly?!? !!?!?! Since I was buying a stone before and knew what I wanted to buy, why now do I have to count on rng to change the stone?!?! You really showed off with this pack
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Hey,
S/WD
I have been playing the new s/wd for a few days now and i need to say its not a bad class but it feels very bad to play because u cant do anything against the new entling mechanic. The mechanic by itself just feels completly unbalanced because the relation from the amount of charges which could happen and the 15 stacks it has as a cap feels so wrong.
I suggest to either change it back and just give it 3-5% flat less dmg if u really wanted to nerf that class or give it a higher amount of stacks before it enters the weakness phase.
S/W
Feels especially on Gear t10/11 gold very weak because the lack of a berserker patt buff. U would need a massive amount of Support to get it working good which shouldnt be the goal.
I suggest to change 1 elite Skill to give the Berserk a 15-20% physical attack buff (maybe lower the dmg gain from Berserker cause it can explode really fast if it gets high amounts of both).
S/R
Feels much better with the 8% DMG buff from weak spot to be always there but i would suggest to give it either a bit more base dmg or make the buff run 15 seconds since u dont want that spell to often in ur rotation since it deals very little dmg.
Also what could be changed is the 70 elite skill. On Paper it does sound really good to get bosses/mobs do reduced dmg but in action that spell just gets rarely used and could be used as another Poison themed skill like the s/r has alot from.
Maybe it could be reworked to something that forces u to apply the poison with salve and if the target is poisened the dmg increases u deal or the mob gets weakened like the skill is right now.
R/CH
still after the last nerfs this class is by far the best rouge class together with r/wd. Since i dont know alot about rouges maybe give some love to other rouge classes but i dont want to go in detail since i dont have alot of knowledge about them.
W/D
Also Warrior/Druid is kinda out of controll with decent gear. I run a lot rofl and this class just makes 15-20% more dmg than any other class (except m/k ofcourse :D).
So it would be great to give this particular warrior class a little bit of a nerf.
All these things are observed from my pov and are just my personal opinion / maybe suggestions what classes are missing. Im hoping i can help you get an insight into some scout classes and would be happy to hear from more scouts/players what they think about the current worst classes/ best classes.
UwU
S / WD I've already written here before that a skill nerf that is random isn't a good idea. Looking at the other classes in general, the nerf on s / wd was a very bad balance.
S / R I'd rather see a permanent damage skill here.
As for warriors, no class is actually that powerful at every connection.
I have the impression that the balance is going in the wrong direction, again you are trying to chase exaggerated classes, which makes the game more and more easy ... Instead of weakening the strongest connections, you are conquering the strength of the rest. I know there are connections that need reinforcements, but looking at what you do with the warriors, I just have to wait for the ROFL to rain in 30 minutes as a standard
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r / wl proposes to add aoe to 2 skills 1490291 and 1490291 - so that they hit 3 targets. This combination does not have a strong single target and by the way it does not have any aoe.
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s / ch a currently forgotten firearms ranged unit, but it needs a significant reinforcement. Once again, I am asking you to increase the range of the 490420 skill from 50 to 150 (s / ch is a distance, not a melle dps), 1490445, 1490773 would remove the casting time, I would set 1490441 as a passive skill, it does not depend on the stacking of the shot.
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As for the mages, I noticed that it is up to them to balance the rest of the classes, since they are not moved, they have a reason for this. Balance wl and druid - I'm in favor, I rarely see mdps in these classes, but overall wl / wd is quite powerful, I don't understand why people don't play it.
I am pained by the current situation of a warrior who, unfortunately, has become significantly too strong. I have already written about the scout nerf that it was unnecessary and very harmful with the current reinforcements of other classes.
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S / D proposes to restore 15 sec cd in skill 1490277. Currently this connection got too big nerf. In the absence of a permanent aoe and a weakened single target, s / d begins to lag behind many classes.
the CD of snipe doesn't change anything imho. I calculated around 10% nerf for me with this class because of the Focus change.
It will raise the dps slightly, but it is one of the most important skills in s/d. Changing the Focus is just our dream, as is restoring normal mechanics to s/wd
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S / D proposes to restore 15 sec cd in skill 1490277. Currently this connection got too big nerf. In the absence of a permanent aoe and a weakened single target, s / d begins to lag behind many classes.
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Unfortunately, after weakening of s/d, m/k is out of range again in dps. For another time, I propose to weaken this cosmic connection by 10-15%
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gemstones can be added to the item shop on weekends to raise more of an attribute.
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Change the current randomness in changing attributes. She is extremely annoying.
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I'm afraid some connections using the warrior class may now beat "too well"
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Will there be any changes to mages? I'm not talking about nerfs here to be the bad guy. But since the mage gets no buffs and nerfs, then they are perfectly balanced?
Thanks for info about warriors
the mages have a perfect balance
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I like how much you try to break the balance, some changes are so incomprehensible to me that I am not able to find a logical argues for them. I would like to know the source of these changes: D.
Same here.
@Devs: Maybe add some short explanation to specific changes again, as you did once in the past, which was great? For example, why you changed the berserk the way you did. It's just about the big changes, idc about the small ones.
That would be the best solution to find out why this class is for nerf and this one is for buff. It would dispel a lot of doubts. Currently, it looks like throwing at a target with your eyes closed.
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It's a pity you're upsetting the balance again. I have the impression that the people responsible for it cannot read what is being discussed on the forum.
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Since s / wd gets a nerf and is still not able to race with m / k, I propose a light nerf also on m / k, especially on aoe.