makkon

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makkon last won the day on December 10

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About makkon

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  1. 5.8 Myrmidon

    yeah. like I say =) good for small scale build but for mass pvp required handy healers and playing with attention. main idea here is what Frenzy looks like not so good synergy or need to be more usable for tank archetype or more duration and such. 7-8 seconds is a joke. Only one reason why I do not like it - net combo was 1slot variable ability. now it is less variable. without colossus smash remake it will be big lost. I really hate pull to self instead to pull self in mass fight coz it is disorient ally yes, watched it. as expected gameplay with Titan.
  2. 5.8 Myrmidon

    btw who tested, does DoT damage goes through berserker skill? Before 5.7 it was. Some toxins, severe bleeding and such ticks even while you berserker on.
  3. Champion 5.8 good enough?

    they split OMG damage and OMG Self healing between 3 classes and bring some new (less OP) additions to compensate. now balanced.
  4. 5.8 Myrmidon

    anyway I change my mind after weekend testing. it looks like Titan is usefull as rear rat in team fights. HG + Titan + berserker melee tray and bow user + frenzy on second tray would be ok. Not so good survive but you need only range shots and pull to your ally with net spam and LMB fast. can be usefull if they make combat more clear. in current statement you can miss even aoe sometimes. dodge roll is best animation cancel atm anyway well, if charges can stack at least 3 times it can be usefull skill for some builds.
  5. as HG It is almost impossible to enter keep via gates. have to spent about 5 mins to catch F button... and finally I am in.
  6. Pvp Rewards

    all of this, for sure, should be in this game because pvp for pvp never working ok. but the main problem in near future is how they distribute players between faction. whole system can be fatally broken since you should take faction. problems: 1) new players will take faction which are winning most of the time 2) guild players who was not so fast on map starting vs locking faction size 3) dominion faction/guild will ruin whole opposition and the reason to even try to start 4) contract campaigns which have empty 2 sides and full 3-th side for example and soo much more issues which I watched in every GvG games. no healty factions -> no decent pvp -> no game -> delete. pvp rewards? you sure? -=)
  7. 5.8 Myrmidon

    First of all, new talent system is much more better than it was before. Need some polishing and more variability in future, but now all classes can have at least a couple of usable builds Back to myrmidon. Lets discuss changes, roles, bugs, builds and futures here? And ofc, do not blame me for orkish english or whatever below. I liked: 1) Taste for blood deprecated. This was a stupid "must have" passive which brings almost all to myrm. Before 5.8 only LMB give us burst unstable random but OMG damage. Now players should think about builds. Result: powers splitted between builds, new builds, new skills and mechanics. 2) Absolutely awesome Colossus Smash remake. You finally removed combo and made it one-step skill like I want since Big world. Gap-closer too big imo. Need some nerf (time will show). Result: I will always keep it on panel. 3) Now all races are be playable as myrmidon. There are some still favorites (HG) but its ok.. I hated: 1) Cast net -> Charge deprecated. Why? It was a nice situative skill. 2) Bloodied Swipe -> Gore combo still useless. It was on 5.7, it is even useless now. Reason is very slow animation, especially on Gore. Also need more tie to talent tree skills as update. Result: I will never put it on panel atm. 3) Neck slash - new skill. I do not understand this skill. Comment someone if I wrong. Mediocre damage with one charge which generated after using rage skills. Some low tie in deep talent tree as, for example, give addition to this skill - supress or flat reducing to crash damage. Ok, you can interrupt. But mechanic is so strange atm Result: extremely doubtful power, will probably not worth to eat slot. 4) Berserker, Vengeance and Frenzy are replace each other by the fact. I mean shared cooldowns makes other than selected promo class core power very situative and probably not worth to eat panel slot. This mean I do not need Vengeance if I am Battle Rager but sometimes Frenzy can be ok. Compared to some other classes, same skills are mostly usefull in every build (check out duelist skills in same tree for example) 5) Pulverize. With splitting class into 3, this skill importance can be divide by 3 6) Whirlwind still combo. Main and almost one dps skill required 2 seconds to loadup. Bugs 1) Cast net in team fights still hard to use. 2) Issues with tooltip cooldowns Berserker, Vengeance and Frenzy. Especially if you trying to use it together. 3) Sounds issues with some skills which makes impossible to understand what is going on. 4) Whirlwind sometimes does not activated. Overall: Berserker > Vengeance > Frenzy. Why? Coz there are now more ways to ingore crash damage (imo) while both - Frenzy and Vengeance working only if you HIT target. At the same time they have equal duration but not effect. Lets see what each line give us? Titan: DPS promo. Frenzy based. 8s duration. 12s CD. Only gives us +1.25% per second for each 100 damage we take or made. Damage bonus CAP is 40% + 15% slash/crush more to cap (I do not test over cap mechanics). Max +% to damage can be +40% or even more. Decent? Yes, but for 7 or less seconds, in practic even less. Required to be near enemies. This is not possible sometimes. Some races like HG already have possibility to increase damage %, stats also will help. Titan's passive gives us +2% to LMB dmg for 30 seconds with chance on each hit bleeding target (Blood thirst). UP to 50%. So, LMB damage is +40% for some time and +50% after some time and link to all time to battle. Also we can't die during Frenzy (8 seconds) and regen fury and buff whirlwind damage on each ww hit. Titan is pretty much old LMB based myrm. Can be playable with Berserker power. Frenzy is really situative atm. Without heal is useless. LMB + ww = only 2 skills for DPS, other slots for support self or group. OR take berserker. Frenzy need stackable crit bonus and less damage bonus. OR possibility to increase duration, for example, linked with Blood thirst. Battle Rager: Tank promo. Berserker based. But not vanilla myrm, this one have low damage. Berserker have the same old mechanics and regen all dmg you got every seconds. This mean you can be killed on low HP even with berserker on. But BR can decrease or prevent crash damage via Pulverize, HG skill, striking bleeding targets (Blood craze) and OMG while you whirlwind is active!!! Well, this class will be favorite to all myrm's players. On top of preventing crash damage, you can stack HUGE amount of HP based on enemies around or via Battle Rager passive which give HP bonus based on preventing crash damage (50% of this gamage). BR will be based on % of HP regen. Buff HP -> stack buffs -> whirlwind. Repeat. Boring promo, still no party skills. Does not need any buffs. Self-sufficient and balanced, massive fight based. Conqueror: CC based semi-tank Vengeance based which is heal you for damage you cause but not more than it was before activating this skill... Can be better than Berserker coz you does not need to think about crash damage, but to keep HP you have to dps, dps and dps. This can be a problem coz you are melee and not every time you have alot of enemies around to keep dps decent. Probably he can abuse +HP buffs. Conqueror's passive compared to Titan and BR is a joke imo. May be because you have immune to CC while Vengeance is active (8 seconds). And while WW is active. Also, you can aoe snare alot of ppl. Very usefull for party semi tank. I think now myrmidon role is pretty simple - aoe tank in the thick of battle. Other DPS and CC based classes imo can do better DPS and CC. At least now myrmidon for group fights may become useful (tank role) - not only grabber (net cast). Overall I think Templar is a better tank with more party options. Some tweaks need in future but I think BR and Conq very playable. Titan in some setups also ok but heal required. Anyway Myrmidon become more easy to play class. No need to taming now and explode for whole HP on lag or CC What do you think? Champion get nerfed in 5.8 imo, what about knight magic? Or true tanks is only templar and myrm now?
  8. I also tested some myrmi builds and while trying to make some decent build become to conclusion what best in all aspects (solo + group + farm + gank) still vanilla myrmi (battle rager) + HG race + Juggernaut + other random discs you like. This mean what ACE are cut off main DPS futures from LMB but brings us new mechanics. Now core future for myrmidon - stack HP and armor, dmg mitigations and bring as much as you can % of HP regen. what's it. buff +HP, get inside, whirlwind, get CC -> regen self. repeat. Crash damage is not a problem with this things. Still HG will be best but now you can chose for example, also Stoneborn Conq can be also ok but only for really massive pvp. Not so cute survivability, but aoe CC and immunes. Do not sure about races with CC immune and no synergy with Juggernault. I do not understand current realisation Frenzy build. Useless imo. May be later. Ofc there are a lot of bugs (Cooldowns for rage skills for example) and questions about mechanics. Btw I liked new Colossus Smash - new gap closer with stun. I did not like gore combo coz it is even worst now due slowest animation ever and low damage.
  9. get infinite PREPARING TERRAIN while trying to enter map (logged out before) account name - Mazzik, character name - Makkon, HG myrm, have it right now. edit. switched to new vessel - entered without issues edit2. logout, tried to enter again with old vessel - same infinite loading terrain
  10. where is snap EU test for 2 dec? there are already 00-30 CST, isnt it?
  11. seems legit. also I saw some early issues in lvling druids in 5.8 which makes some new/not dogged players do not choose druids (= lower population).
  12. "not particularly worried about the state of the game in future" and "but I do think that there is an issue with how 5.8 balance is currently very lopsided for certain classes/talent tree builds." is asymmetric, isnt it? this is because you are active tester (= playing this game in alpha). most of the people will play on soft launch. so... for me it is a collision. or I did wrong understand words. Druid's was populated class since they born in SP. correct me if I wrong, I always saw in every my testing periods (each big patch) alot of druids. Does this topic mean what after 5.8 no one will play druids/even fans of druids will drop it? Did they nerfed it to zero? Did they uneffective in all aspects now? I remember long period when no one play confessors and when confessors was meta, for example. I did not remember any of about Druids.. sorry
  13. Druid - more utility stationary fights heal. which is mostly will be near keeps, villages. which is always big scale Cleric - mobility boring heal over time machine. like most of the ppl always said here - do not see any problems coz there is no any balance atm, there is no even any close to complete game atm. meta will change every huge patch.
  14. still unable to start EK. this bug for ages... for both of my accounts...
  15. does snap test ended already? unable to launch EK. nothing happaned no option to make green skin color to half giant