Grimm Reaper Premium ![]()
Elysium
Level 242
Warrior
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6 days 4 hours ago
I have a suggestion, and not sure why this hasn't been brought up/implemented yet. I think you guys should implement a system where when someone enters into a hardcore portal, they enter into their own individual instance. When other players enter, they would enter into their own instances as well, that way we don't have to fight others for the popular hardcore zones.
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Xplosion Premium ![]()
Elysium
Level 1073
Mage
S4
24
7K
|
6 days 3 hours ago Quoting Greg On Three: Before your next server make it so mages aren't the only viable option since they gain natural magic resistance with level and it seems like they also gain physical resistance and rangers and warriors barely touch a mage once they are high level where if a mage hits either of them it takes 50-100% their hp in 1 combo Idk wtf are you talking about, natural physical resistance lol? With almost 1100 lvl, full dodge/res and atk eq, I cant combo 500 rogue, while 500 rogue with 600 marksman can kill me when I am loading combo. Not even mention that rogues are really great in terms of pve atm, and marksmans agent so bad like everyone is crying... But what I want, people that are invited to private tests and decide here about balance are no hands amd mostly gringos... |
Rickstah Player ![]()
Elysium
Level 424
Ranger
S3
S1
32K
|
6 days 1 hour ago (Last edited 6 days 1 hour ago) Quoting Xplosion: Quoting Greg On Three: Before your next server make it so mages aren't the only viable option since they gain natural magic resistance with level and it seems like they also gain physical resistance and rangers and warriors barely touch a mage once they are high level where if a mage hits either of them it takes 50-100% their hp in 1 combo Idk wtf are you talking about, natural physical resistance lol? With almost 1100 lvl, full dodge/res and atk eq, I cant combo 500 rogue, while 500 rogue with 600 marksman can kill me when I am loading combo. Not even mention that rogues are really great in terms of pve atm, and marksmans agent so bad like everyone is crying... But what I want, people that are invited to private tests and decide here about balance are no hands amd mostly gringos... Im not sure about the natural physical resistance part, but the natural magic res part on the other hand is making mages too powerful too early indeed. I have no idea about how the rates look, BUT I believe they intended it to not raise very quickly - since new spawns and all the easier ways of leveling.. it seems to raise too quickly today even if the rate was intended to be small a long time ago. I remember when we played around on Pharos on the King Healer guy while he was around level 1000? - mages could barely damage him even if some of us were level 550-700. Sure there are several levels inbetween but we were also several mages including barbs and rangers, even having him trapped at times so everyone could deal full damage( also being cursed by wrls), but I assume all the vocs dealt so much lower damage with every spell cuz of the natural magic res at level 1000. Mages should be more vulnerable to match the power they bring. I've been a top mage player in basically every occasion i've been playing one, as the "Hex" mage, I normally main mages but I can still admit for the games sake of being well balanced that everything becomes too easy too quickly in this game as a mage today. Consider changes to this in the balance update. |
Hexecutioner Player ![]()
Elysium
Level 101
Mage
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6 days 42 minutes ago (Last edited 6 days 38 minutes ago) Quoting Rickstah: Im not sure about the natural physical resistance part, but the natural magic res part on the other hand is making mages too powerful too early indeed. I have no idea about how the rates look, BUT I believe they intended it to not raise very quickly - since new spawns and all the easier ways of leveling.. it seems to raise too quickly today even if the rate was intended to be small a long time ago. I remember when we played around on Pharos on the King Healer guy while he was around level 1000? - mages could barely damage him even if some of us were level 550-700. Sure there are several levels inbetween but we were also several mages including barbs and rangers, even having him trapped at times so everyone could deal full damage( also being cursed by wrls), but I assume all the vocs dealt so much lower damage with every spell cuz of the natural magic res at level 1000. Mages should be more vulnerable to match the power they bring. I've been a top mage player in basically every occasion i've been playing one, as the "Hex" mage, I normally main mages but I can still admit for the games sake of being well balanced that everything becomes too easy too quickly in this game as a mage today. Consider changes to this in the balance update. Considering the release of dynamic-enchantment system and natural magic resistance from levels some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense. So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense. Mages should be more fragile, specially Pyromancers and Warlocks as a counterpart of their higher explosive-aoe power. A first step would be to change the buffs to favor the focus of each subclass, giving an extra damage power for those who will lose some defense, keeping in mind this: { high damage = low defense } { medium damage = medium defense } { low damage = high defense } Suggestions : Warlocks Dark Gathering - Improve its hp steal from +- 10% to 20% and add 25% of magic level bonus. Remove Absorbing Aura - 24% of negation of damage - from the game. Restore to 50% the damage of Cross of Annihilation’s second wave. Pyromancers Fire Shield - Improve its mana shield from 12% to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain. Remove its 16% of negation of damage. Restore base hp steal of pyromancers to 100% again. Shamans Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage. Rogues Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%. Remove its distance skill bonus. Marksmen Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%. Barbarians Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells. Remove its 3% of hp steal. Paladins Fortification - Keep 10% max hp bonus and increase negation of damage to 20%. |
Kulawy Player ![]()
Elysium
Level 33
Mage
S1
|
5 days 9 hours ago (Last edited 5 days 9 hours ago)
PLEASE REMOVE THIS COMMENT IT DOESN'T WORK HEHEHE
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Xplosion Premium ![]()
Elysium
Level 1073
Mage
S4
24
7K
|
5 days 5 hours ago Quoting Hexecutioner: Quoting Rickstah: Im not sure about the natural physical resistance part, but the natural magic res part on the other hand is making mages too powerful too early indeed. I have no idea about how the rates look, BUT I believe they intended it to not raise very quickly - since new spawns and all the easier ways of leveling.. it seems to raise too quickly today even if the rate was intended to be small a long time ago. I remember when we played around on Pharos on the King Healer guy while he was around level 1000? - mages could barely damage him even if some of us were level 550-700. Sure there are several levels inbetween but we were also several mages including barbs and rangers, even having him trapped at times so everyone could deal full damage( also being cursed by wrls), but I assume all the vocs dealt so much lower damage with every spell cuz of the natural magic res at level 1000. Mages should be more vulnerable to match the power they bring. I've been a top mage player in basically every occasion i've been playing one, as the "Hex" mage, I normally main mages but I can still admit for the games sake of being well balanced that everything becomes too easy too quickly in this game as a mage today. Consider changes to this in the balance update. Considering the release of dynamic-enchantment system and natural magic resistance from levels some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense. So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense. Mages should be more fragile, specially Pyromancers and Warlocks as a counterpart of their higher explosive-aoe power. A first step would be to change the buffs to favor the focus of each subclass, giving an extra damage power for those who will lose some defense, keeping in mind this: { high damage = low defense } { medium damage = medium defense } { low damage = high defense } Suggestions : Warlocks Dark Gathering - Improve its hp steal from +- 10% to 20% and add 25% of magic level bonus. Remove Absorbing Aura - 24% of negation of damage - from the game. Restore to 50% the damage of Cross of Annihilation’s second wave. Pyromancers Fire Shield - Improve its mana shield from 12% to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain. Remove its 16% of negation of damage. Restore base hp steal of pyromancers to 100% again. Shamans Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage. Rogues Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%. Remove its distance skill bonus. Marksmen Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%. Barbarians Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells. Remove its 3% of hp steal. Paladins Fortification - Keep 10% max hp bonus and increase negation of damage to 20%. Its easy too realize that your main char is barbarian. The most overpowered subclass with additional boost for frenzy and only 3%hp steal nerve... while barbarian can tank everything in this the game, make ALMOST the same experience like mages on geck hc (and on full save mode ) your proposal is just pathetic. On the other hand even 1000 mage is still fragile and 1 little mistake makes me loose 2h of boosting... and you still want to take 24% negation debuff... so mage will be only as shooter in the game, or solo on demonic ents lol, while barb will have possibility to do everything?! Great idea... If you look sometimes at who is online on elysium for example it can be seen 50% barbs online and sometimes 1 wrl... but yeah make barbs stronger (ohhh no I forgot you want nerve them for a cosmic 3% life steal) and make wrl and pyros more fragile... it has sense <full irony mode> |
Xplosion Premium ![]()
Elysium
Level 1073
Mage
S4
24
7K
|
5 days 1 hour ago
Xplosion 1073 Mage (Warlock)
Fattallity 1049 Warrior (Barbarian) Frostbite 1025 Ranger (Rogue) Daemon Targeryen 845 Warrior (Barbarian) Kosiarz All 718 Warrior (Paladin) Mrsostaric Tv 717 Warrior (Barbarian) Barka 617 Ranger (Marksman) Mtttreta 594 Warrior (Barbarian) Sharps Shooter 507 Ranger (Rogue) Bragon 491 Warrior (Paladin) Milzao 447 Warrior (Barbarian) Ronan 423 Ranger (Rogue) Pantela 418 Ranger (Rogue) Sakura Haruno 405 Warrior (Barbarian) Nastypoc 331 Ranger (Rogue) Lil Piddle 324 Mage (Pyromancer) Jairinho 315 Warrior (Barbarian) kkkkkkkkkkkkkkk |
Gremar Player ![]()
Elysium
Level 10
Ranger
|
4 days 23 hours ago (Last edited 4 days 23 hours ago)
barbarian fazendo a msm xp de mage nos geck, esse gringo eh um poeta msm, só fala merda
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Tessem Player ![]()
Triton
Level 453
Mage
|
4 days 16 hours ago Quoting Xplosion: Quoting Hexecutioner: Quoting Rickstah: Im not sure about the natural physical resistance part, but the natural magic res part on the other hand is making mages too powerful too early indeed. I have no idea about how the rates look, BUT I believe they intended it to not raise very quickly - since new spawns and all the easier ways of leveling.. it seems to raise too quickly today even if the rate was intended to be small a long time ago. I remember when we played around on Pharos on the King Healer guy while he was around level 1000? - mages could barely damage him even if some of us were level 550-700. Sure there are several levels inbetween but we were also several mages including barbs and rangers, even having him trapped at times so everyone could deal full damage( also being cursed by wrls), but I assume all the vocs dealt so much lower damage with every spell cuz of the natural magic res at level 1000. Mages should be more vulnerable to match the power they bring. I've been a top mage player in basically every occasion i've been playing one, as the "Hex" mage, I normally main mages but I can still admit for the games sake of being well balanced that everything becomes too easy too quickly in this game as a mage today. Consider changes to this in the balance update. Considering the release of dynamic-enchantment system and natural magic resistance from levels some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense. So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense. Mages should be more fragile, specially Pyromancers and Warlocks as a counterpart of their higher explosive-aoe power. A first step would be to change the buffs to favor the focus of each subclass, giving an extra damage power for those who will lose some defense, keeping in mind this: { high damage = low defense } { medium damage = medium defense } { low damage = high defense } Suggestions : Warlocks Dark Gathering - Improve its hp steal from +- 10% to 20% and add 25% of magic level bonus. Remove Absorbing Aura - 24% of negation of damage - from the game. Restore to 50% the damage of Cross of Annihilation’s second wave. Pyromancers Fire Shield - Improve its mana shield from 12% to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain. Remove its 16% of negation of damage. Restore base hp steal of pyromancers to 100% again. Shamans Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage. Rogues Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%. Remove its distance skill bonus. Marksmen Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%. Barbarians Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells. Remove its 3% of hp steal. Paladins Fortification - Keep 10% max hp bonus and increase negation of damage to 20%. Its easy too realize that your main char is barbarian. The most overpowered subclass with additional boost for frenzy and only 3%hp steal nerve... while barbarian can tank everything in this the game, make ALMOST the same experience like mages on geck hc (and on full save mode ) your proposal is just pathetic. On the other hand even 1000 mage is still fragile and 1 little mistake makes me loose 2h of boosting... and you still want to take 24% negation debuff... so mage will be only as shooter in the game, or solo on demonic ents lol, while barb will have possibility to do everything?! Great idea... If you look sometimes at who is online on elysium for example it can be seen 50% barbs online and sometimes 1 wrl... but yeah make barbs stronger (ohhh no I forgot you want nerve them for a cosmic 3% life steal) and make wrl and pyros more fragile... it has sense <full irony mode> I think the majority of people who talk about NMR on mages are related to PvP. Eventhough mages are too overpowered in general, but thats for another topic. They should be ALOT more squishy in my opinion, especially in PvP, where any other class is irrelevant lol. |
Troll Patroll Player ![]()
Pharos
Level 113
Ranger
|
4 days 11 hours ago (Last edited 4 days 11 hours ago) Quoting Xplosion: Quoting Greg On Three: Before your next server make it so mages aren't the only viable option since they gain natural magic resistance with level and it seems like they also gain physical resistance and rangers and warriors barely touch a mage once they are high level where if a mage hits either of them it takes 50-100% their hp in 1 combo Idk wtf are you talking about, natural physical resistance lol? With almost 1100 lvl, full dodge/res and atk eq, I cant combo 500 rogue, while 500 rogue with 600 marksman can kill me when I am loading combo. Not even mention that rogues are really great in terms of pve atm, and marksmans agent so bad like everyone is crying... But what I want, people that are invited to private tests and decide here about balance are no hands amd mostly gringos... what? The mos absurd i heard in my life, dude u CAN cast combo with 2 ranger lvl 1k hitting you, just hold life potions, your life poll can hand thi easy. When your combo (4s) loaded you will heal the life pool with life steal. Thats why you play in elisyum, 2 rangers lvl 600 cant load a combo in lvl 1k? What a joke. Need more than 2 rangers with the same power to do this what you are saying. Also, your wand hit highter than a hit of a rangers. Dont talk shit bro. lol |