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20th July 2021 13:47:14 GM Shadow View post »
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Culey
Player

Pharos
Level 526
Warrior
21st July 2021 13:28:41

in place of shield slam, could they increase the sqm = of rogue? then it would make more sense...
Gremar
Player

Elysium
Level 10
Ranger
21st July 2021 14:51:49

400 is still a lot for the latest talents ..
250 or 300 becomes more viable
Makavelly
Player

Pharos
Level 545
Ranger
21st July 2021 15:18:03

Until now I didn't like a detail in my flight.
All talents you put to get stronger and have more effects.
But my TRAP it's final talent should be more powerful, but if I put points on it it gets bigger but 10% weaker that's not good.
It's nice and useful but this weak one should be stronger than the old TRAP.

The ruthless execution spell is still useless.

thank you keep up the good work.
Gudalik
Player

Pharos
Level 118
Mage
21st July 2021 15:23:04

Quoting Makavelly:
Until now I didn't like a detail in my flight.
All talents you put to get stronger and have more effects.
But my TRAP it's final talent should be more powerful, but if I put points on it it gets bigger but 10% weaker that's not good.
It's nice and useful but this weak one should be stronger than the old TRAP.

The ruthless execution spell is still useless.

thank you keep up the good work.


Its 10% less dmg but its strogner cuz its bigger area than before.
"The ruthless execution spell is still useless." <<<< what :smartass::smartass::smartass:
Tokan Sado
Player

Pharos
Level 1005
Warrior
21st July 2021 16:25:48

Quoting GM Shadow:
Changes live on the TS shortly :

Aggression - Talent remains at 10 points - 1% increase per point - (base character level 15% increase)
Resistance - Talent returns to 10 points - 1% increase per point - (base character level 10% increase)
Fortification - Talent remains at 10 points - 1.5% increase per point - (base character level 10% increase)

Increasing character base stat levels allows for even better talent choice differentiation by limiting the relative strength of talents like aggression and resistance compared to the other options.

Required level for Special Talent lowered from 500 to 400.

For Paladin and Barbarian --- Swap Weapon and Durability tree location
For Rogue and Marksman --- Swap Aggression and Legerity tree location


In my opnion it dont solve much of the warriors problem, for exemple as paladin now you want everything on first line, nothing on second line (you just killed resistence it had 5 lvs and gave 3% per lv, now it has 10 lvs and give 1% per lv, not worth putting any points in here) and we want healing, so i would switch legerity to healing boost in the talent tree.

Yesterday I made 2 "builds" for paladin dmg guided (weap 10/aggre 10/ lege 10/ MS 10/ exp 10) and full tank(fort 15/dura 10/res 5/ lege 10/ healing 10) both were pretty decent on their pourposes but now "dmg paladin" got slightly buffed, since now i can give up on legerity and get healing but tanky paladin got nerfed, since the values on resistence are now lower and need more points on it also paladins need to be at least lv 200 before then can think about increasing healing.
The Barrel
Player

Pharos
Level 99
Warrior
21st July 2021 16:32:00 (Last edited 21st July 2021 16:32:38)

Quoting Makavelly:
Until now I didn't like a detail in my flight.
All talents you put to get stronger and have more effects.
But my TRAP it's final talent should be more powerful, but if I put points on it it gets bigger but 10% weaker that's not good.
It's nice and useful but this weak one should be stronger than the old TRAP.

The ruthless execution spell is still useless.

thank you keep up the good work.

You hit 3 more sqm, thats an magnificent upgrade in that spell.
Makavelly
Player

Pharos
Level 545
Ranger
21st July 2021 17:22:48 (Last edited 21st July 2021 17:37:36)

yes indeed the spell is beautiful and with good effect but the idea of being weaker is complicated, even before testing or if you want to enter the teset server already knew that the spell barbed arrow would be superior depending on how you play.
As soon as I got on the test server I tested the TRap talent and I was sure of my early choice on the barbed arrow.
But grateful for the feedback and comments from you guys and from you heavyweight too.
Disturbed Maverick
Player

Elysium
Level 208
Warrior
21st July 2021 17:44:08

Quoting Tokan Sado:
Quoting GM Shadow:
Changes live on the TS shortly :

Aggression - Talent remains at 10 points - 1% increase per point - (base character level 15% increase)
Resistance - Talent returns to 10 points - 1% increase per point - (base character level 10% increase)
Fortification - Talent remains at 10 points - 1.5% increase per point - (base character level 10% increase)

Increasing character base stat levels allows for even better talent choice differentiation by limiting the relative strength of talents like aggression and resistance compared to the other options.

Required level for Special Talent lowered from 500 to 400.

For Paladin and Barbarian --- Swap Weapon and Durability tree location
For Rogue and Marksman --- Swap Aggression and Legerity tree location


In my opnion it dont solve much of the warriors problem, for exemple as paladin now you want everything on first line, nothing on second line (you just killed resistence it had 5 lvs and gave 3% per lv, now it has 10 lvs and give 1% per lv, not worth putting any points in here) and we want healing, so i would switch legerity to healing boost in the talent tree.

Yesterday I made 2 "builds" for paladin dmg guided (weap 10/aggre 10/ lege 10/ MS 10/ exp 10) and full tank(fort 15/dura 10/res 5/ lege 10/ healing 10) both were pretty decent on their pourposes but now "dmg paladin" got slightly buffed, since now i can give up on legerity and get healing but tanky paladin got nerfed, since the values on resistence are now lower and need more points on it also paladins need to be at least lv 200 before then can think about increasing healing.


Yeah just switch legerity for healing to paladins and for expertise for barbarians in tier 2. After this balance will be fine. :D
Warlock Trapstar
Player

Elysium
Level 42
Mage
21st July 2021 17:55:37

In the end, seeing the talents so far, the current talents outside the test are better, currently the staff must be wanting to make us agonize in hunt, talking in discord with my teammates, seeing that the current talents are giving less % of def, and minus % of atq, the staff must be wanting to break the game by itself, (kkk) instead of encouraging, adding defs, and atqs, is taking kkkkkkk.
It's taking a piece of wood and hitting the players' shins, making vocations weaker.
But it's easy to leave it as it is, here's a tip, don't mess with talents, create a ladder in good respaws, or portals and double them to improve the hunt.
It's throwing away the few players that are currently active.
Mamrot
Premium

Elysium
Level 489
Warrior
21st July 2021 18:44:16

Quoting Disturbed Maverick:
Quoting Tokan Sado:
Quoting GM Shadow:
Changes live on the TS shortly :

Aggression - Talent remains at 10 points - 1% increase per point - (base character level 15% increase)
Resistance - Talent returns to 10 points - 1% increase per point - (base character level 10% increase)
Fortification - Talent remains at 10 points - 1.5% increase per point - (base character level 10% increase)

Increasing character base stat levels allows for even better talent choice differentiation by limiting the relative strength of talents like aggression and resistance compared to the other options.

Required level for Special Talent lowered from 500 to 400.

For Paladin and Barbarian --- Swap Weapon and Durability tree location
For Rogue and Marksman --- Swap Aggression and Legerity tree location


In my opnion it dont solve much of the warriors problem, for exemple as paladin now you want everything on first line, nothing on second line (you just killed resistence it had 5 lvs and gave 3% per lv, now it has 10 lvs and give 1% per lv, not worth putting any points in here) and we want healing, so i would switch legerity to healing boost in the talent tree.

Yesterday I made 2 "builds" for paladin dmg guided (weap 10/aggre 10/ lege 10/ MS 10/ exp 10) and full tank(fort 15/dura 10/res 5/ lege 10/ healing 10) both were pretty decent on their pourposes but now "dmg paladin" got slightly buffed, since now i can give up on legerity and get healing but tanky paladin got nerfed, since the values on resistence are now lower and need more points on it also paladins need to be at least lv 200 before then can think about increasing healing.


Yeah just switch legerity for healing to paladins and for expertise for barbarians in tier 2. After this balance will be fine. :D

+1 i agree
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