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Balathan

Testers
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About Balathan

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    Magpie

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    English

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  1. So it would be correct to say this disc is working and only affects the Templar execute skill and provides ~10% bonus while affecting the execute base power scaling? Meaning it is it’s own stat that we cannot see on the stats page. @vkromas
  2. Cant figure out what the Finish Him! rune actually does. Seems to affect no visible stat in the stat page and in my minor testing yielded no obvious benefit. Can we get confirmation this rune actually does what it says it does and if it works what exact stat does it affect? @vkromas
  3. Archers are incredibly over bearing. Rangers can delete players in a few seconds from ranges of 65m or more. I have supplied a video below, judge for yourself if you think this is balanced. Keep in mind I only have 750 AP and 170% crit hit damage or less depending on how old the clip is. I dont think we can reasonably say this is ok, especially with how low the skill ceiling is on the class. Hold left click 3 times and press rapid fire = kill. Dont forget the projectile is the size of a small city so you cant even miss.
  4. So the vindicator tree needs some reworking here. It gives straight stats over and over and over when the class hard caps so fast it does not actually use some of its nodes. This is a white vessel vindicator. Notice the 38% slashing bonus and the 28% fire bonus. They both hard cap at 40%. This gives +15% fire damage giving you 43%/40% over capping that stat. This is BEFORE armor and weapons and discs. A naked vindicator overcaps their fire stat just by using devotion. Oh and fire% is slashing % as vindi which will be important to remember for the next node... This skill removes the health portion of holy warrior for more damage. Seems reasonable until you realize this would give you 68%/40% BEFORE armor weapons and discs (not to mention devotion will give you 15% as well). You lose a huge portion of your survivability for literally nothing. A node that should be one of the trees most important nodes is actually a detriment to the class. This one is just questionable stat pumping. All of vindi damage is execute/riposte and divine light. Its realistically 50/50 split however the vastly more important portion of your impact is execute/riposte. This node does nothing to affect that. Most other classes get 225 AP or at least something impactful off this node. Vindi gets 6% crit chance, a stat that is not overall that impactful for this kit. Also with anti crit being so rampant 6% additional crit to the minimal existing crit is still not high enough to actually crit at any meaningful rate on anyone in decent gear. Oh and did i mention Execute and riposte are auto crit? Please no one say you can increase your caps so that's OK. You can but not by enough to matter when were over capping slashing by up to 43% just by using the skills on our kit BEFORE armor weapons and discs. May I suggest throwing some more crit damage into the tree? Maybe a conversion for Fire or slashing damage bonus to critical damage, not 1:1 obviously. Make the Holy Warrior node give a flat power bonus to execute or just melee skills in general? There's a lot that could be done here but just throwing flat stats into this class did not make it viable (for the very minimal time it was)the absurd execute and divine light numbers did. Please work on some of these nodes, they are in dire need of some loving @mhalashace TLDR: Vindis cap stats by existing and their tree gives them way over cap stats. Please fix
  5. Damage and healing fly text is all messed up, occasionally damage you to do a target will be green like you healed them and healing you do for yourself will be red like its damage. Some weird yellow numbers occur occasionally as well.
  6. Champion has 3 ult charges and does 1600 and can be auto crit while myrmidon ult has 1 charge and does 75 about 6 times. Can I get a buff to myrmidon ult or something? Why does the three charge auto crit ult do atleast 4x the damage while also being one hit instead of over time damage? Come on now.... can this please be changed? @mhalashace @jtoddcoleman
  7. This cannot possibly be regulated. Please don't make this a rule. People will just complain about colored vessels when they lose even if there are none.
  8. @jtoddcoleman Some of the classes still have crazy issues. Vindi for instance has a capstone that does not actually help it much given the hard cap on slashing is 40%, the holy warrior conversion in vindi tree as well PROVIDES 0 BENEFIT AS YOU ARE ALREADY WAY OVER CAPPED FROM CAPSTONE. (more complaints with vindi but im sure they have been previously detailed) Warden is given runic short sword use only but gets crushing damage bonus. Archer gets nearly no attack power in its tree while all the other DPS trait lines get a bunch. Confessor still has rampant mana issues while maintaining worse DPS than most other DPS classes. Paladins still are not healers buff please. Druid ults are still stationary use make mobile please (keep in mind cleric ult heals for more, has faster animations, and is more mobile) Radicals still dont do near enough damage to be called a DPS class. Storm caller has huge essence issues as well as a lacking damage rotation *coughs* suboptimal. Champions are still the kings of mobility and DPS while being one of the easiest to play with some of the highest survivability. Sanctifier feels too clunky with no mobility skill or real CC outside of 8m, add some range on them or give them movement of some kind. Arch is too cluncky, they are bomb one tricks, a functioning bear helps but please give it something to do other then left click. Druid beam currently is inconsistent at best nonfunctional at worst. Most CC specs are just the normal class where every skill has been added a CC that may or may not actually make sense. Most need to be reworked. These classes need some work. Not even for balancing purposes (except champion nerf it again nerf it so good maybe target their incredibly high mobility and survivability or their incredibly easy play style that still nets the highest burst in the game aside from bombs or something like that) but most are irritating to play, extremely ineffective at their role, or just simply unfun to play as or against.
  9. Has anyone noticed that the life tray ultimate does more damage then the death tray ultimate while also healing your group? Sure its over time but its still 2x the damage at least. The death tray ult has never been good but it was able to throw people off things which was fun but now they took that away from us with the movement controller update. Please buff the death tray ultimate it is a joke... or give me back my big push so i can have fun with it again.
  10. Vessel leveling is just painful. For getting new and improved vessels you are currently penalized 4 times. 1. Items sac for less sooner 2. Increased XP needed to hit 30 3. Mobs give less XP sooner 4. The actual gathering of materials to make said vessel Can we please not be penalized so many times? Right now to get from 18ish-30 you are required to kill the same few R10 spiders on cooldown and it takes forever. Its unnecessary grind added in because there is no content. Levels themselves are pointless, Just let us start 30 and spend our points as we wish or give us a pay to win option to do so. $10 is worth 10 hours of my time and I'll assume I speak for most in the community when I say that. On top of all this stuff gold will now be getting nerfed for leveling higher end vessels. This is a PVP game not a korean MMO. Please save us from this unnecessary pain.
  11. EU Outposts = (29+47+65) = 141 Forts = (2+4+6) = 12 Keeps (3+0+0) = 3 Total Holding Points = (2180+925+1655) = 4760 141O+12F+3K = 4760 NA Outposts = (36+48+60) = 144 Forts = (3+4+5) = 12 Keeps = (1+0+2) = 3 Total Holding Points = (1660+1180+2255) = 5095 144O + 12F+3K = 5095 141O+12F+3K = 4760 - 144O + 12F+3K = 5095 -3O = -335 O = 111.6667 Just watched an OP flip and reduce holding points by 10... somethings wrong here
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