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17th November 2020 14:12:04 GM Shadow View post »
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Deadpool
Player

Pharos
Level 472
Ranger
21st November 2020 11:47:30 (Last edited 23rd November 2020 12:10:25)

Deleted
Gudalik
Player

Pharos
Level 118
Mage
21st November 2020 11:58:15 (Last edited 21st November 2020 11:59:00)

Yeah destroy this game xD
Listen to Deadpool and his balancing ideas hahahahaha 8)8)8)
Deadpool
Player

Pharos
Level 472
Ranger
21st November 2020 12:16:07 (Last edited 23rd November 2020 12:10:30)

Deleted
Gudalik
Player

Pharos
Level 118
Mage
21st November 2020 12:20:22 (Last edited 21st November 2020 12:22:59)

I know that u are not gm your ideas are detached from reality.





How its going on dungeons btw? @Deadpool
Makavelly
Player

Pharos
Level 545
Ranger
21st November 2020 15:37:12 (Last edited 21st November 2020 15:39:19)

hmmm
Nathan Aspinall
Player

Pharos
Level 451
Ranger
21st November 2020 17:43:48

Quoting Cruel Death:
I will repeat: Each Trap's mine should disappear after stepping on it. The cooldown is very low so it is not a problem to cast it again.


What's more, the slow should not affect monsters.

You had increased arrow volley cooldown to reduce ranger's aoe damage, and on the other hand, you add a trap spell that can hit a lot aoe damage. What's a point of this?
Makavelly
Player

Pharos
Level 545
Ranger
21st November 2020 23:30:00 (Last edited 21st November 2020 23:32:21)

Quoting Cruel Death:
Quoting Cruel Death:
I will repeat: Each Trap's mine should disappear after stepping on it. The cooldown is very low so it is not a problem to cast it again.


What's more, the slow should not affect monsters.

You had increased arrow volley cooldown to reduce ranger's aoe damage, and on the other hand, you add a trap spell that can hit a lot aoe damage. What's a point of this?

-------------------------------------------
I remember when marksman sucked I used to come to the forum to defend you and ask for an update and this happened so the rogues didn't have the same update you stayed in front of us for years and now that we are starting to improve you want to be back again?

Trap for monsters is a very good reality to trap in pvp or pvm if you look at all wizards and all classes have excellent spells.You are just a big spoiled eye

Only in anger when the update happens you will die for me I will kill you silently anytime this time when you are hunting alone just because you are the worst of cries.

A noob who has never played so stay pz charlovando wants to come and give an opinion omg
I will no longer waste my time with goofs who only think of themselves and who want to compete die whoever dies
Besides child is envious.
Godzilla
Player

Pharos
Level 576
Mage
22nd November 2020 01:37:24

Quoting Cruel Death:
I will repeat: Each Trap's mine should disappear after stepping on it. The cooldown is very low so it is not a problem to cast it again.

The traps should stay for a period of time. The caster should know when to cast if or not. Its very abuse able if its not.
Fatallity
Premium

Elysium
Level 720
Ranger
23rd November 2020 03:02:54 (Last edited 23rd November 2020 03:03:56)

I think it is a bug. Bliatheroith was hitting me in my 'north sqm', like mana drain from imps and sprite animation of my spells.

look pics

Zezenia Online Forum Screenshot

Zezenia Online Forum Screenshot

Zezenia Online Forum Screenshot
Fatallity
Premium

Elysium
Level 720
Ranger
25th November 2020 00:14:53

Actually...

Steady Shot (nerfed). Best damage 1080 with 5s cd and 1s freezed. I hit 900 per second with dexterous shot, so i dont see steady shot usefull. Make this spell differential, fatal damage, a 7-8s cooldown hit 60% higher than it is.

Spread shot: in the description of the spell it is written 2s of cooldown and in practice it is 4s.

Offensive Imm: make some difference in the marksman buff (since rogue of the most skill and some defense) give us back the speed gain or some bonus in the critic

Hellish Volley: justify the consecutive increase in the cooldown of this spell, you did not increase its damage the same as last time In the last update you increased the cooldow by 50% and her damage by 30%, this time the time was increased by 66% again and the damage remains the same.

As a ranger I see two things totally settled until then: reduction of the critical cooldown cont from 4 to 3 min and the buff atk fast of rogue, removal of loss of life in the buffs of both classes, piercing shot is interesting (but it needs to last only 2s)

You need to understand that for the ranger to use a spell other than Dexterous shot or Lethal they must be really good. I don't see the point of having to position my character to use piercing shot and take 1000 on 2 targets (with a lot of positioning) at a limited distance from them being that I deal 900 damage to a spell with a locked target (right damage, 100% damage) hit) using dexterous shot ... think about it. That is why, as things stand, the ranger will continue to use only dexterous / lethal without stopping ...
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