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asommers
10-13-2023, 09:57 AM
Legends,

Now that the Elder Woods expansion is out, outside of events, our next major initiative will be working on the skill revamp. Our overall goal is to make skills useful, fair, and fun.

I've collected several threads about skills that we'll be reviewing:
https://www.spacetimestudios.com/showthread.php?618632-Skills
https://www.spacetimestudios.com/showthread.php?645187-buff-rogue-aimedshot-ult-damage
https://www.spacetimestudios.com/showthread.php?649685-Skills-Re-vamp-Suggestion-In-depth-PvE
https://www.spacetimestudios.com/showthread.php?653427-My-New-Skills-Idea
https://www.spacetimestudios.com/showthread.php?654087-Consider-Adding-To-Rogue-Aimed-Shot-Ultimate
https://www.spacetimestudios.com/showthread.php?657177-Ascension
https://www.spacetimestudios.com/showthread.php?658769-Body-enchantment-active-skill-suggestion!
https://www.spacetimestudios.com/showthread.php?689226-Weapon-attack-speed-modification
https://www.spacetimestudios.com/showthread.php?689428-Add-Pick-up-radius-as-passive
https://www.spacetimestudios.com/showthread.php?705696-skill-awaken-system
https://www.spacetimestudios.com/showthread.php?716099-Warrior-s-skills
https://www.spacetimestudios.com/showthread.php?718060-Suggestion-Bounty-Hunting-amp-Expedition-Achievements-Quests

If you know of any more, let me know in this thread.

Feel free to let us know what you'd like to see. Everything is open, new skills, skill prerequisites, skill upgrades, etc!

-ALS

Immortal_Blood
10-13-2023, 10:11 AM
I'd like to see the art team making new cool effects for ultimates..

Other than that, IDK.. I've already listed what changes I think would be good in one of those threads so my mind is kinda blank.. lol


..your knowledge and skills paired with what us players provide should be good enough.

Good luck and we hope the revamp turns out amazing. ; )

Neutrone
10-13-2023, 10:26 AM
My suggestions:

Gale

- Replace the ability that pushes you forward. With a stacking speed buff instead (like 15-25%). The ability to push you forward was useful when speed sets didn't exist but now it's really just annoying to use.

Shield

- Reduce the cast time. Theres a big delay between the time you activate the shield and the time it deploys.

- Instead of a push from shield (I think its called displacement wave?) Have it stun enemies within a range OR have it do damage.

- Instead of the current mastery on shield. Replace it with a mastery that prevents critical hits for a certain period of time after shield is activated. You could make the maximum mastery 3seconds

Lightning

- Increase the chances of chain lightning happening.

Clock

- Instead of an explosion have it stun. The explosion doesn't do that much dmg.

Fireball

- Give fireball an ability to spread wild fire. When enemies afflicted by burn touch those that aren't they catch fire and take DoT.

Ice

- Increase the size of the ice patch left behind.

Heal

- Just like shield, shorten the time it takes to activate this.

Of course I'm not asking for all of these, that would make mages ridiculously OP. But please do consider some of them

Switchback
10-13-2023, 10:41 AM
Forcing players attacks to target a boss type mob should at the least have a toggle. A person cannot even target a mob directly in front of them if there is the type that this auto target locks on to.

It restricts how a player can play, i cannot even clean mobs to get to the prioritized mob but am forced to dive into a pack and letting the baddies tea off on you. Probably biggest issue is with Rog.


Revert or add a toggle to prioritized targeting. I understand why you added it but if you try to play in a precise manner it only hinders you. Not everyone needs this.


Edit: Example: Labyrinth Event i would always accidently dive bomb the mini bosses by the chests, instantly killing them. What i wanted to do was clear the mobs before hand and wait until everyone was near for the loot. Once again, this is probably only a issue with Rog.

Marosok
10-13-2023, 10:50 AM
for warrior:
- reduce cd of skills
- juggernaut - looks fine to me, doing it's job
- horn - looks fine to me, doing it's job
- skyward and axe throw - buff bleed dot damage, make it work with critical chance (e.g yellow numbers), buff damage output of both
- rallying cry - i would "rework" this one. Perhaps, each strike can generate STR/DEX/INT (depends on player's class). More strikes you deliver, higher buff you'll get.
- 10 sec activation phase (player attack and generate primary stat), after that 10 sec cd phase (buff is active, can't generate primary stat). Once 10 sec cd phase is over, buff disappears.
- venge blood - i would buff stacking damage of it, or keep it as it is, with reduced cd warriors will be able to stack VB 2x
- windmill - add small pull once players shift from kraken aegis to 86 arcanes
- chest spitter - perhaps it can deal double damage per strke (with buffed dmg)

note: if there is space to create new skill, would be cool if warrior class can have it's own curse skill

Crankomaniac
10-13-2023, 02:39 PM
My Addition to skill revamp: just do 2 different paths like for war Dps or Tank path. For mage ice or Fire path. For rogue Meele or Range path.

So u have plenty ways to create amazing skills for each path. It also force players to try different paths in different content in the Game. Do i Need a Tank for this Stage or better pure dps?

Crankomaniac
10-13-2023, 02:42 PM
I have to add: for mage path u can do elemental dps or pure Healing/Buffing

Immortal_Blood
10-13-2023, 04:04 PM
Normal Sorcerer Skill (Important that this is NOT an ULT)

Corrupt

Imbue your mind with Voodoo and cast a bolt of corruption upon an enemy, causing them to explode on death and have their soul fight for you.



432 Mana. 40 Sec. cooldown. 14m range. Corrupts and deals x-x damage to a single target, causing them to explode on death, which corrupts nearby enemies. Up to 3 Corrupted enemy souls can be left behind at once to fight for the sorcerer for 30 seconds.


Sub-Skills

Chained Voodoo - Your magic is effective at maintaining stability over time.

Targets affected by any source of corruption will now inherit the fate of the original target.

Strong Voodoo - You can control more souls and they are more stable in Arlor.

Maximum Corrupted Souls increased from 3 to 5, soul duration increased by 5 seconds.

Debilitating Corruption - You focus your mind, causing your spell to burden your enemies.

Targets affected by any source of corruption are slowed by 75% for 2 seconds. (3 seconds with Strong Voodoo)

Lethal Hex - Invocation of Arlorian Gods causes your bolts to become a lot stronger.

5% chance for bolt of corruption to instantly kill. (0.2% chance on bosses and players)


Mastery

Level 1 - Corrupted explosion radius increased by 1m.
Level 2 - Corrupted explosion radius increased by 2m.
Level 3 - Corrupted explosion radius increased by 3m.
Level 4 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 1.
Level 5 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 1.
Level 6 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 1.
Level 7 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 2.
Level 8 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 2.
Level 9 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 2.
Level 10 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 3, soul duration increased by 5 seconds. (Level 86 required)

Immortal_Blood
10-13-2023, 04:41 PM
My Addition to skill revamp: just do 2 different paths like for war Dps or Tank path. For mage ice or Fire path. For rogue Meele or Range path.

So u have plenty ways to create amazing skills for each path. It also force players to try different paths in different content in the Game. Do i Need a Tank for this Stage or better pure dps?

I like this /\

260518

crazy

Lim Weibin
10-13-2023, 06:41 PM
Revamp aimed shot's passive completely - having a mana ignore passive is completely useless. Change it to a damage scaling % instead that scales accordingly to our dex stats/% e.g.

Avaree
10-13-2023, 06:48 PM
Rogue class:



Shadow piercer:

Gouging Rush- increase the reduction of the targets armor %

Razor shield: reduce mana. Reduce cool down
Whirling Razor - add a shield giving a 2-3 second invulnerability shield (warriors and mages have)

Entangling trap:
Razor Wire- increase the bleeding damage
Net Retraction- increase the chance to pull enemies into the trap when deployed.

Shadow storm shot: increase the skill damage, decrease the mana .
Shadow Touch-never made sense when initial skill damages up to 9 enemies. But this skill’s upgrade, charged shadow storm shot affects 6 enemies on impact. fix this pls.

Shadow Veil: reduce the cd
Combusting Decay-increase the damage when shadow veil explodes at the end of its duration or replace it with a stun affect.

Thanks!

Immortal_Blood
10-14-2023, 03:51 AM
Revamp aimed shot's passive completely - having a mana ignore passive is completely useless. Change it to a damage scaling % instead that scales accordingly to our dex stats/% e.g.

Agreed, I just went to check what I thought about it and my thoughts were identical. :D

QuaseT
10-14-2023, 06:22 AM
Maybe a bit off-topic but please consider that fresh skills only make sense if we really use them. Procs seem to have a much larger influence on gameplay than skills at this point so please bring back the focus on skills. Suggestions have been solid in previous threads and I personally have no further ideas. Please make sure that new 86 mythic and arcane gear arent so insanely overpowered via procs that it barely matters what skills we use. Looking forward to it!

Skeleton Mike
10-14-2023, 06:41 AM
Can we rogues have more traps style skills? imagine if we could lay down explosive traps right before summoning a boss haha

Also for mages, maybe a mana sustained skill? since mages have a huge amount of mana. Something like a laser or a flame thrower :D

Oh and warriors could maybe have something like putting down a banner on the ground and it gives friendly players a boost of some sort

Tekila
10-14-2023, 08:09 AM
I like this /\

260518

crazy

I like this aswell.


Envoyé de mon iPhone en utilisant Tapatalk

capeo
10-14-2023, 08:42 AM
Jug is not doing its job in anyway. It's mostly useless now. Jug should clear debuffs like Gail. Jug should actually keep you alive. Mobs shouldn't be able to 1 hit you when jugs active... Nothing should if using jug. I've been killed through shield bubble, people i heal and have the bubble die so no not doing its job either.

Immortal_Blood
10-14-2023, 06:43 PM
Jug is not doing its job in anyway. It's mostly useless now. Jug should clear debuffs like Gail. Jug should actually keep you alive. Mobs shouldn't be able to 1 hit you when jugs active... Nothing should if using jug. I've been killed through shield bubble, people i heal and have the bubble die so no not doing its job either.

true brother, jug should be an insane skill but it ain't.

Encryptions
10-15-2023, 10:52 AM
This is PvE focused mainly.

Passive crit damage 5% per level. 25% max.

Passive health boost (warrior only) 10% per level, you guys raised the armor cap to 17500 so each class takes double the damage we use to. 50% max.

Passive mana boost (rogue only) 10% per level. Mana is an issue on rogues. 50% max

Passive armor mitigation boost (mages only) 6% per level. They take lots of damage usually due to low armor. 30% max

Exp bonus, 5% player exp per level. Stacks with all elixirs. 25% max.

Life leech, each enemy you kill heals you for 5% hp each level. 25% max.

Debuff resistance, 5% per level 25% max. If you get a 25% damage reduction debuff instead of it being 25 it will be a 18.75% debuff.

ROGUE.
-Shadow pierce
•Gouging Rush: armor reduction is useless so maybe change it to "25% chance to ignore enemy armor." Skill only.

•Shadow Absorbtion: Make it heal 100% over a span of 10 seconds. Its a basic hp regen that will help alot. Make the chance 5% and unstackable, just timer reset if it triggers 2x.

•Rising Death: this skill is ok maybe add a bleed effect to enemies too.

•Leading Dagger: this skill is very useless. Change it to increase skill damage by 20%.
••Mastery: Ignore 3% of enemy armor per level.

-AimShot

•Accuracy: increase damage to 20%.

• Critical Shot: this skill is ok.

•Deadly Focus: everyone has 100+ crit in lv 86, change it to add 10% damage.

•Shatter Armor: instead of armor make it where the target takes 10% increased damage from all sources.

••Mastery: Increase damage by 2.5% per level.

-Razor Shield

•Whirling Razors: extremely useless skill everyone has 70%+ dodge. Change it to "Knife Aura" "Immune to damage for 2.5s."

•Bleeding Cuts: this skill is fine just increase bleed damage.

•Increased Duration: make it 10s.

•Spinning Freedom: this skill is fine.

••Mastery: 2% armor mitigation per level.

-Noxius bolt

•Lingering Poison: Ok.

•Strengthened shot: Ok.

•Fragmentation: chance to apply 15% damage reduction to the target.

•Serrated Arrowhead: also causes the target to bleed over time.

••Mastery: Ok

-Entangling Trap

•Adept Construction: 40% chance to place 3 traps instead of 1.

•Razor Wire: increase bleed damage and duration to 10seconds.

•Combustion Tank: Increase explosion damage.

•Net Retraction: Increase chance to 40%.

••Mastery: reduce cd by 4 seconds instead of 2.5.

-Shadow Storm Shot: this skill is ok for the most part just increase its damage alot. Its mainly for clearing lower level maps for elite aps.

-Shadow Viel: increase debuff from 15% to 25%.

•Masked Presence: Confuse enemies into attacking eachother for 500% damage.

•Combusting Decay: add fire damage 10s and stun enemies for 5 seconds.

•Shadow Absorbtion: Increase raw damage dealt to enemies by 15%.

Lingering Fumes: Ok.

••Mastery: Give 3% str int dex per level. 30% max.

-Comat Medic:

•Trauma Surgeon: Charged heals caster and also applies a 100% mana regeneration over 10 seconds.

•Extra Packs: make it 2 packs more.

•Good Medicine: make it 50% over 5 seconds.

••Mastery: Heal 20% mana.

<Ultimates>
-Ultimate Aim Shot: Make it do the maxed skill damage, no ranged damage. Instead of 1mil-2mil damage just make it do the 2mil instead of having a range.

-Herb: give it 25% crit damage instead of boss damage. No one is fighting a boss with this skill it makes 0 sense to have bd.

-Refuel is ok.

Immortal_Blood
10-17-2023, 07:55 AM
aoe knockback stun skill for warrior

big good invulnerability skill for rogues, like "Bloodhound's Step is one of the numerous Ashes of War in Elden Ring, and in short, this one allows players to perform a cloaked dodge, so that their enemies won't be able to see them."

long duration (not 5 seconds, more like 20) dot healing + damage resist skill for mage - (reworked lifegiver)
honestly, mage is fine though, it's a good class as it is, but..

..a debuff cleansing exploding (freeze in time and space) teleportation would be appreciated :D (reworked gale force)

Avaree
10-17-2023, 11:26 AM
The attribute points for class should only be class specific. Other classes shouldn’t be allowed to add attributes not specific to their class.
260604
When respecting or leveling up, only the attributes that are class specific should show.
(Remember the str mages in maus)

TIA
Avy

Msrobinsonal
10-17-2023, 02:55 PM
The attribute points for class should only be class specific. Other classes shouldn’t be allowed to add attributes not specific to their class.
260604
When respecting or leveling up, only the attributes that are class specific should show.
(Remember the str mages in maus)

TIA
Avy

Hardcore rogues and warriors sometimes need points on int, respec kits are easy to get so if a new players makes a mistake its not a big deal.

For skills revamp i would like to see skills feel useful without relying on procs.

Avaree
10-17-2023, 06:10 PM
Hardcore rogues and warriors sometimes need points on int. While I do understand why a HC player with junk gears would want to play around with different attributes, however, for new players who have never played a game b4 may better understand what attributes to add to their character. Also, I firmly believe that class specific attributes should be applicable on that specified class(es). Awakes, jewels, pets can benefit what a class is missing if they feel the need more int/str/dex. Maybe sts can implement an elixir to be used that would offer str/int/dex?

Vrazicak
10-17-2023, 07:18 PM
The attribute points for class should only be class specific. Other classes shouldn’t be allowed to add attributes not specific to their class.
260604
When respecting or leveling up, only the attributes that are class specific should show.
(Remember the str mages in maus)

TIA
Avy

-1 for this, as an HC rogue there are scenarios where I need to respec to full STR build so as to not die.

trueido
10-18-2023, 08:42 PM
More AoE for Rogues please.
Smoke bomb AoE, bigger explosion or Nox Shot would be great

AgentStonoga
10-19-2023, 08:28 AM
Hello,
I was thinking with my friend how we can change current skills to make them better (and nerf 3 broken ultimates). After some time, we've got some ideas:

WARRIOR:

Rallying Cry - make a complete revamp of this skill.
Grants 5% health leech.
1 upgrade - charged rallying cry grants 7.5% health leech
2 upgrade - rallying cry taunts nearby foes
3 upgrade - increases your and your allies armor by 10% or 15% if charged
4 upgrade - increased duration.
Mastery - each point of mastery increases your and your allies stats (str/dex/int) by 1%.

Axe Throw - change chance to stun to 100% chance for stun.

Skyward Smash - change chance to bleed to 100% chance for bleed.
Also, when you use skyward smash, it stops you at end which is very annoying. It should work like piercer (rog skill).

Chest Splitter - increase radius, also with speed set and delay it's hard to hit mobs (should be fixed).

Windmill - with speed set and rushing towards group of mobs, you can barely hit any mobs when you use windmill (should be fixed)
mastery - change 0.25% crit chance increase per point to 1% crit chance.

ROGUE:

Piercer: change chance to reduce target armor to 100% chance for reduce target armor by 15% (stacking, should work with other armor debuffs like kraken bow proc).

Razor Shield: increase dmg reduction from mastery from 1% per point to 2% per point.

Shadow Veil:
Make it an aura (with bigger radius) which follows caster (rog)
Change increased damage dealt by friendly allies within shadow veil by 15% to increase critical hit damage dealt by you and your nearby allies by 15% (doesn't require to be inside shadow veil to get crit dmg buff)

Nox Bolt:
Remove increased dot tick dmg from mastery and add increased dot tick speed by 25%.

SORCERER:

Shield:
Increase the amount of dmg it can absorb by 25%. Give us stun immunity for 2.5s after shield breaks. Slightly reduce cast time.

Gale force:
dash stops at end (similar issue with skyward smash), change it to dash which doesn't stop at end (like piercer), also that skill point now would grant 25% stacking speed for you and your allies. Could also completely remove the dash and keep movement speed increase only.

Lightning:
change 1% damage increase per point in skill mastery to 1.5%

Curse:
increase the dmg reduce of affected targets from 10% to 15%. Allow us to "place" curse (like rog trap skill) when there are no enemies around. The first target to touch that "curse trap", would get curse on himself.

Lifegiver:
Increase the amount of additional health granted by charged lifegiver by 20%.

Energizer:
change 65% haste increase to 25% haste, 25% stats (str/dex/int), 25% stack dmg, 25% boss dmg, 25% elite dmg increase.

Rage:
Lower the amount of str gained from 6x to 3x.

Immortal:
Reduce the amount of str gained from 3x to 1.5x
Lower time of immunity from 15s to 8s.

Ultimate Aimed Shot:
Reduce the amount of arrows from 3 to 2.

Tekila
10-20-2023, 10:35 AM
I think that with the plan of getting a active 5th skill you can do a major update of skills.
We could get the skills there with the current rework people propose.

But it would be cool if we could have some kind of specialisations. We could call them « Unique skills ».
Those skills would be unlockable by doing some side quests.
The unique skills would be usable on certain conditions and would be a path that we can chose to follow.
1st the main path: it will be an active spell we can chose as a 5th spell (or 6th if you wanna make 5 active from the old spells and 1 really new). We chose between 1 from 3 choices of actives they are activable on certain conditions (fill a rage or any ressource bar/ do a 5 spells hit combo/ gather 3 mobs arround you) and they can be dealing damage (single or multi or even a combo) spells or support spells (big debuff/big buff/crowd control) or tank spells (repulse/attract/taunt) or do mix of that. Just make them different for each class and different from each other.
Here are some suggestions
Mage: mix element affinity:
Fire and water: mirage : the condition would be to use fireball and frost ball 2 times each consecutively then the mage can creates a double of him that deals 50% of the damage the mage does by replicating he’s spells, it can be focused by ennemies and dies after 1 hit.
Fire and shadow: undead bolt. The Condition is using fireball on a cursed enemy 3 times. The mage can cast a undead bolt that will target 3 ennemies max deal damage and dot + a debuff. The debuff is that ennemies that die when affected by undead bolt will transform in undead following the mage and fight for him. The attacks of the undead will make damage and apply a undead burn debuff.
Fire, arcane: burning armor : the condition is hiring with time clock and fire ball while the shield is active you can wear a burning armor that is stackable 3 times. The armor will deal damages to nearby enemies(3m radius), increase mage move speed by 50%.
All these propositions use mana.

Rogue: would be spécialisation and combo attacks gameplay.
Each skill the rogue uses fills a combo point bar that is scaled like this 0-1-2-3-4-5, so 5 is the max.
Poison: condition 3 combo points The rogue leaves a poison bomb that poisons all ennemies in an area.
Shadow step: condition
2 combo points. The rogue increases it’s movespeed by 100% creates a shadow double that will copy it’s next spell doubling the damage of the next spell.
Arrow fan: 1 combo point The rogue does a circle zone attack like a fan with arrow she shots really quick.

Warrior: rage mechanic
Every attack fills rage that the warrior uses for unique skills that depletes it.
Rampage: the warrior attacks and stuns 4 ennemies if Front of him executing 4 big consecutive blows. Entering in enraged mode. Enraged mode (50% bonus damage or crit damage 10% crit, but takes 50% more damage)
Shield slam: 30% of rage bar. The warrior his shield that hit an enemy and bounce on all enemies arround him (10 meters radius) all enemies hit by the shield are taunted and debufed (take 10% increased damage from every source, 20% reduced damage).
Ground slam: 50% of the rage bar. The warrior hit the ground violently. It stuns all enemy arround him for 2s and grant him 50% haste, the stun works on bosses.

2nd the secondary path: it’s like a talent tree we will unlock by playing the game (killing mobs/doing dungeons/ doing pvp/ side quests, that will give special xp bar) that unlocks some special passive procs (can be like some wep or armor procs like dmg buff on certain condition or stats buff on certain conditions like on wearing some kind of gear or doing some actions), or modify some aspects of the unique skills (ex: reduce the dmg done while enraged by 10% and reduce the damage received increased by 20%)


Envoyé de mon iPhone en utilisant Tapatalk

Arggonaut
10-25-2023, 01:31 AM
All good but make juggernaught do its job to be cc immune, soemtimes some other skills pierce that has stuns make it through jugg. U guys somehow do its job

Sent from my V2131 using Tapatalk

Immortal_Blood
10-29-2023, 10:26 AM
this ones free

link should be strongest when within 10m, & beyond 100m I imagine the link should be broken.

260977

VulcaineAL
10-30-2023, 10:08 AM
These are various ideas & suggestions I have thought of while procrastinating. Text wall alert. Pls feel free to discuss below. (At the moment I only have ideas for rogue class)

=======Changes to old skills========

Shadow piercer:
-Charged shadow piercer on a single target makes your character land 3 additional quick stabs & slashes on that target before the spinning uppercut.

Shadow storm shot:
-Charged shadow storm shot AOE inflicts your targets with shadow curse, amplifying the damage they take from all sources by 15% for 3.5 seconds & reduces damage they deal by 15% for 3.5 seconds.
-Cooldown increased by 2 seconds.

Noxious bolt:
-Noxious bolt has the venom tick speed increased by 2×.
-Dot damage reduced by 40%.
-Venom reduces effectiveness of healing & regeneration from all sources by 35%

Entangling trap:
-Charged entangling trap always pulls nearby enemies in. Trap reset chance removed, instead cool down is reduced by another 1 second.
-Mastery increases chance of enemy excluding bosses getting rooted in place when pulled in, by up to 25% for the duration.
-Trap explosion removed. Instead, enemy attack speed is reduced by 30% within the barbed trap
-Your attack on trapped enemy will never miss.

Shadow Veil:
-No longer increases armor, instead increases critical damage of allies by 10%.
-"Enticing scent" enemies walking away from the source of the fumes have their movement speed decreased by 40% & enemy walking towards the source have their movement speed increased by 40%
(this effect has an additional range outside of fume radius).
-Fume radius increased by 25%.
-Explosion removed.

Razor shield:
-Damage tick speed increased by 30%.
-Cooldown +1 second.
-5% chance of blinding enemies hit directly by whirling razors. (not from bleed), doesn't effect bosses.

========Changes to ultimates=======

Ultimate aimed shot:
-Range increased by 150%/1.5x.
-Fires only 1 arrow.
-Always requires charging, charging roots your character in place. Taking damage stops ultimate from activating and staggers you for 1 second.
-Damage increased immensely.
-Ability ignores armor & all damage reduction effect except boss phases & passives.
-Inflicts mortal wound, disabling all regeneration & healing.
-"Head shot" instantly kills lesser enemies & reduces ultimate cooldown by 30%

-Refuel & Herbal medicine removed-

(NEW) Close combat:
-Activation grants 35% stacking damage reduction, 50% stacking speed, 50% Haste, 50% chance to counterattack enemies within melee distance.
-Counterattack has 50% chance to stun enemies for 2 seconds & 20% chance to knock down enemies for 3 seconds.
-Grant's 70% Armor mitigation at melee distance.

(NEW) Clairity:
-Concentrates for 2.5 seconds, taking damage during this duration will stop ultimate from activating and stagger you for 1 second.
-Activation makes your character regenerate 20% of mana every second & makes you immune to all debuffs except boss phases & boss passives.
-Critical damage increases by 40%

==========END (for now)===========

Thanks for reading, I understand that you may think this will make the rogue class broken, but I will also add reworks for other classes when I have free time, or you could reply with your version. Or make your own threads. Dev team is taking notes from many suggestions from diff people.

Happy Halloween & GLHF ^^
-Vulcaine Ada

Inawaz
10-30-2023, 09:55 PM
How about adding a skill named for warrior ‘Explosive shockwave’

Work : When used, your character creates a powerful shockwave that inflicts damage on every enemy within a 50-meter radius. This means it can hit multiple foes at once, making it particularly effective in crowded or group combat situations. It's like a forceful blast that ripples outward from your character, dealing damage to all nearby enemies, making it a valuable area-of-effect skill. 5 second cooldown for skill.

Ultimate for warrior : Thunderstrike fury

Work : Upon impact, it’s not just about causing significant damage to the enemy. What makes it truly impressive is its stunning effect. The sheer force of the strike sends shockwaves through the target, effectively paralyzing them. This momentary paralysis lasts for a remarkable 15 seconds, giving your team a critical advantage in battle. During this time, the stunned enemy is entirely vulnerable..

https://uploads.tapatalk-cdn.com/20231102/16a1a8d44cc258ec34bd899e5046454d.jpg

imfeared
11-01-2023, 09:14 PM
This is for all those wars out there that talk about wishing to be a mage/rogue in terms of damage.

Skill-Going Rogue
Warrior sacrifices half armor and health to gain 2x damage and 50-100% speed. Last 10-15seconds. Basically he throws his shield down to go full attack mode. Skill should have a long CD.

Other thoughts on skills like this for other classes would be interesting. Sacrifice in an area to gain an advantage in another would make the Skill section more dynamic and thoughtful then pure spam buffs and attacks

Immortal_Blood
11-01-2023, 10:45 PM
uncharged skyward smash for warriors has a weird effect when landing, doesn't happen if charged.

Thewolfbull
11-02-2023, 10:22 AM
I would like to see a lot more options when choosing skills, so you can build your character how you want whether it be for mob killing/boss focus/PvP etc just give us more options to choose from, also could we level up our skills so they get better/unlock bonus abilities the more we use them like spirit xp gear? Could add new aps for leveling all skills to max level also. Some other things like more skills that help other party members/different classes.

iulicutu
11-02-2023, 07:21 PM
I also like the idea with 2 paths for each class so here’s my input:

each class will have one path for damage/solo and one for support/tank
one path will improve 4 of the skills available
you can choose to not specialise and use the skills as they are now
or you can specialise and combine the skills as you want but
you can't use the specialised versions of the skills from both paths at the same time

alright let's begin:

WARRIOR


Path 1 (the damage one:berserker/ravager/barbarian)

Passive effect: each skill used increases the damage by 2.5%, lasts 10s, stacks up to 10
Will improve skyward smash, chest splitter, windmill and axe throw
These 4 skills charge 50% faster

New effects:

Skyward smash:

double jump => a charged use of the skill will trigger a 2nd use uncharged at no mana cost


Chest splitter:

Mighty swing => the sword generates a wave that travels forward for 5 meters while pushing and damaging enemies in it’s path


Windmill:

Tornado => a charged skill will leave behind a tornado that moves forward, pulls and damages enemies


Axe throw:

Burning chain => the axe leaves behind a path of fire that burns enemies




Path 2 (the support/tank one:guardian/paladin)

Passive effects: +10% haste, +15% armor, +20% health, -10% crit, -35% damage
Will have an aura around(similar to festerfang lixes) that buffs allies: +15% damage +10% health
the guardian takes a small portion of damage in place of allies that are inside this aura
Also allies inside this aura will take the effects of all the skills below
Will improve juggernaut, rallying cry, vengeful blood, horn of renew
These 4 skills charge 50% faster

New effects:

juggernaut:

is fine imo
also applies to allies inside aura


vengeful blood:

is fine imo
also applies to allies inside aura


rallying cry:

warcry => increases 5% main stat


horn of renew:

mastery => 4 armor(at max level) per caster level is 344 at level 86 which is very low; either change it to 0.5% armor per mastery level or increase the number(like 10 armor per caster level)




ROGUE


Path 1(the damage one:assassin/ranger)

Passive effect: each 3 meters traveled increases the damage by 2.5%, lasts 10s, stacks up to 10
Will improve shadow piercer, aimed shot, noxious bolt, shadow storm shot
These 4 skills charge 50% faster
New effects:

Shadow piercer:

Slasher => the skill now pierces enemies in it’s path; each enemy pierced increases it’s damage by 10%


Aimed shot:

Mark of death => the skill marks the target for 6 seconds increasing the damage it takes from all sources by 3%, stacks up to 5


Noxious bolt:

Plague => enemies slain by this skill will leave behind a pool of poison that slows and spreads the poison to enemies that walk over it


Shadow storm shot:

Stealth => the assassin becomes invisible/untargetable for 3s after using this skill(this effect has a 30s cd)




Path 2(the support one:shadow/phantom)

Passive effect: +10% haste, +15% armor, +20% health, -10% crit, -35% damage
Will leave a trail of darkness on the ground she walks that buffs allies if they walk over it: +10% crit +10% crit damage (lasts for 15 seconds if not renewed)(applies on the caster as well)
Also allies that have this buff will receive additional effects from phantom’s skills
Will improve razor shield, entangling trap, shadow veil, combat medic
These 4 skills charge 50% faster
New effects:

Razor shield:

Unseen stalker => the phantom becomes invisible/untargetable for 3s after using this skill(this effect has a 30s cd)
Allies with the darkness buff active will receive the effects from whirling razors and spinning freedom upgrades of razor shield when the phantom activates this skill


Shadow veil:

Touch of darkness => the damage increase for allies with the darkness buff is doubled(30% instead of 15%)


Entangling trap:

Ambush => if an ally with the darkness buff walks over the trap it increases his movement speed by 50% for 5s


combat medic:

Fog link => when someone with the darkness buff picks up a healing pack 50% of it’s effects are also triggered on all the other players that have the darkness buff




SORCERER


Path 1(the damage one:archmage/warlock)

Passive effect: each time 2 consecutive skills are different increases the damage by 2.5%, lasts 10s, stacks up to 10(so fireball lightning fireball will add 2 stacks)
Will improve fireball, lightning strike, gale force and frost bolt
These 4 skills charge 50% faster
New effects:

Fireball:

Firebender => upon impact the fireball generates 5 smaller fireballs that explode near the initial target


Lightning strike:

Lightning storm => a charged attack activates a lightning storm above the archmage that casts lightning strike(without mana cost) on an enemy near him(withing 5 meters) every second for 5 seconds(has a 15s cd)


Frost bolt:

Frozen blood => the chance for arctic shatter to happen is increased to 50% and also the archmage leaves behind a similar ice path under him when he casts the skill


Gale force:

Subzero => a charged use of the skill will trigger a charged frost bolt at no mana cost




Path 2(the support one:sage/enchanter)

Passive effect: +10% haste, +15% armor, +20% health, -10% crit, -35% damage
Every 10 seconds the sage drops 4 mana orbs on the ground; picking these up will buff allies: +10% damage +10% armor(lasts for 15 seconds if not renewed)(applies on the caster as well)
allies that have this buff will receive additional effects from sage’s skills
Will improve time shift, lifegiver, arcane shield, curse
These 4 skills charge 50% faster
New effects:

Time shift:

Warped space => allies with the mana orb buff active will receive 50% movement speed if they enter the time shift zone


Lifegiver:

Tree of life => allies with the mana orb buff active have 100% chance to spawn a sapling(took this idea from mastery) at their location when the skill is cast no matter how far they are from the sage; additionally the skill also grants 10% haste for 5s


Arcane shield:

Arcane citadel => the skill becomes an AoE skill with a 7m range; all allies with a mana orb buff that are within it’s range benefit from it


Curse:

Cursing aura => the skill becomes an aura with a 6m range around the sage(not permanent; with the same 7s duration)





been working on this document for quite a few hours this week
i realise some of this stuff might be broken/op but that was the point
i have no idea how hard it would be to implement this
of course it needs a lot more brainstorming by people much more competent than me
but anyway i had a lot of fun making it
i hope any of it might bring some ideas

Skeleton Mike
11-04-2023, 08:17 PM
Oh also please increase the difference between uncharged and charged skills/attacks to something more notable.

Also a new proc to give us insta charge attacks for 10 seconds

Immortal_Blood
11-04-2023, 10:01 PM
+1 for multiple class roles.

e.g warrior = paladin or berserker etc

imfeared
11-06-2023, 06:09 AM
%reduction in pet AA cooldown
Looks like the passive are filled up. Could remove lethality for this I'm sure it's not used very often if at all.
Or add it somewhere in a more support skill like mage heal, war horn or rog bomb

xbell
11-06-2023, 07:00 AM
Warrior
Juggernaut +5%-8% health leech / 30s cd
Vengeful +25%more crit chance mastery 10/10

Immortal_Blood
11-07-2023, 04:05 AM
movement impairment resist passive

15% chance to resist movement impairing effects 7% in PvP (stun, knockback, freeze, terror, root, snare, etc, - all of them)
30% chance to resist movement impairing effects 14% in PvP
45% chance to resist movement impairing effects 21% in PvP
60% chance to resist movement impairing effects 28% in PvP
75% chance to resist movement impairing effects 35% in PvP

instant ultimate charge passive

0.02% chance to instantly charge ultimate when dealing damage
0.04% chance to instantly charge ultimate when dealing damage
0.06% chance to instantly charge ultimate when dealing damage
0.08% chance to instantly charge ultimate when dealing damage
0.10% chance to instantly charge ultimate when dealing damage

lethality passive

1.0% chance when dealing damage to instantly kill enemies below 30% hp (0.1% in pvp)
1.5% chance when dealing damage to instantly kill enemies below 30% hp (0.2% in pvp)
2.0% chance when dealing damage to instantly kill enemies below 30% hp (0.3% in pvp)
2.5% chance when dealing damage to instantly kill enemies below 30% hp (0.4% in pvp)
3.0% chance when dealing damage to instantly kill enemies below 30% hp (0.5% in pvp)

weapon range passive

increases weapons range by 20% (5% in pvp)
increases weapons range by 40% (10% in pvp)
increases weapons range by 60% (15% in pvp)
increases weapons range by 80% (20% in pvp)
increases weapons range by 100% (25% in pvp)

crafting speed passive $$$

increases crafting speed by 10%
increases crafting speed by 20%
increases crafting speed by 30%
increases crafting speed by 40%
increases crafting speed by 50%

revenge revive passive

1 free revenge revive per day
2 free revenge revives per day
3 free revenge revives per day
4 free revenge revives per day
5 free revenge revives per day


buff all passives

Elec
11-14-2023, 03:45 PM
Jug is not doing its job in anyway. It's mostly useless now. Jug should clear debuffs like Gail. Jug should actually keep you alive. Mobs shouldn't be able to 1 hit you when jugs active... Nothing should if using jug. I've been killed through shield bubble, people i heal and have the bubble die so no not doing its job either.

I absolutely agree with this. Warriors are tank but jugg is not almost useless to tank.
It doesn't remove slow in new maps at all. Damage taken from curse and mobs are not reduced as well.
Only thing we have is 2 second shield of heal.
I understand you guys wanted to sell elixirs to remove curse for business but that also destroy class role with it.
All we need is dmg to kill fast now. No pulls, no aggro, no heals, no teamworks, no class roles.
It's more of whole map design flaw but anyways, jugg needs it's place back for warriors need to be warriors.

I would like to add some as well.

Remove feeble in chest split and Axe throw and replace them to 50% armor reduction.
Or make it actually work on all maps, all bosses and mobs.

Make stun on skyway smash and Axe throw works on bosses for 2 sec with 20 second cool down.
Or replace it to armor reduction and replace feeble with stuns on boss.


Skyward smash
Remove mana regen and replace it to taunt.

Rally cry
Make this skill as a huge team buff. This might help warriors to get in a party more.
Replace speed and dodge buff to 30% dmg buff and 30% boss dmg.
If this would give warrior too much power, make it 50% just for party members or other class only.

Vengeance
This is OK. Little more buff would be appreciated tho.

Heal
Buff its armor mastery or change it to range buff.



Some suggestions. Hope these can be reflected.

Immortal_Blood
11-16-2023, 07:51 PM
not sure if yall consider the basic attack a skill but i thiink it can sit here, seems like the best place for this post,

so.. attacking with melee is mostly annoying, displeasing, and inaccurate, especially when moving fast.

its cool when you land a hit though, but still - please increase melee attack range.


please review the video attached for more info, it shows how melee weapons are annoying - though after many years.. im so accustomed to how AL gameplay is that its hard to show the problem.
the problem is amplified for the warrior class.
i recommend watching the video at slow speed during the times where i mention something in chat.


https://youtu.be/ckg77dV2mOQ


increased melee attack range will make gameplay better, easier, & more fun.

if i could purchase more attack range for plat, i would. lol

thx

Skeleton Mike
11-17-2023, 09:28 AM
so.. attacking with melee is mostly annoying, displeasing, and inaccurate, especially when moving fast.



Yeah it would be great if they can fix that, I'm assuming that its still using the original code from the early years of the game when there wasn't any speed modifiers.

bleyv
11-17-2023, 09:48 AM
give the vengeful 50% or 40% critical (critical hit, not crit damage) and the ax throw instead of having 25% reducce target armor which is useless you should give it 10% dmg taken, with that the wars would be happy

recilencia123
12-11-2023, 02:08 PM
give the vengeful 50% or 40% critical (critical hit, not crit damage) and the ax throw instead of having 25% reducce target armor which is useless you should give it 10% dmg taken, with that the wars would be happy

and gonna be broken as mage [emoji88]


Enviado desde mi iPhone utilizando Tapatalk

Alexwwe
12-24-2023, 03:48 PM
please im waiting for skill revamp

Monarsi
01-01-2024, 04:56 AM
When we use a skill for multiple times, we gain additional features. This periods may change. (Because some skills have less cooldown.)

Examples

Warrior

-Skyward Smash

When used for the 3rd time, It opens a crater. Enemies inside the crater are pinned and they cant move.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Windmill

When used for the 3rd time, it creates a tornado that pull enemies.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅


- Axe throw

When used for the 3rd time, It pulls 3 targets.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Vengeful Blood

When used for the 3rd time, It gives extra %30 crit chance to nearby allies.

Note: VB cooldown should reduced and mastery tree should be changed.
┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Rallying Cry

When used for the 3rd time, It gives extra %25 haste to nearby allies.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Juggernaut

When used for the 3rd time, It gives a shield to nearby allies.

Note:Jugg cooldown should reduced and mastery tree should be changed.
┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Horn of Renew

When used for the 3rd time, It gives %15 health leech to nearby allies.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Chest Splitter

When used for the 3rd time, It may banish enemies with a 25% chance.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅
┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅
┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

Rogue

- Shadow Piercer

When used for the 3rd time, U earn %20 bonus movement speed.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Shadow Veil

When used for the 3rd time, Allies in the bomb will be invisible for 3 seconds.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Entangling Trap

When used for the 2nd time, Enemies caught in a trap receive -20% armor reduction.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Aimed Shot

When used for the 3rd time, The next aimed shot is 2x stronger.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Razor Shield

When used for the 3rd time, It creates a wind barrier that pushes enemies from it. Wind barrier also gives 1 secs immunity.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Noxious Bolt

When used for the 4th time, Poison also applies curse.

Note: Curse is %75 worse than mage's curse

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Shadow Piercer Shot

When used for the 3rd time, Summons shadows that damage enemies.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Combat Medic

When used for the 2nd time, Gives %5 crit damage to allies who takes the kits.

Note: Some ppl may say crit damage is weird on this skill but literally nobody uses this skill. Maybe with this feature, the usage rate will increase.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅
┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅
┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

Sorcerer

-Fireball

When used for the 3rd time, it marks burning enemies. Marked enemies take 25% more damage.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Lightning Strike

When used for the 4th time, it summons Thor. Thor deals lightning damage to 3 enemies with his sledgehammer and disappears. (Like krak sword but less effective.)

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Gale Force

When used for the 3rd time, It summons 3 Ice vortex wisps. These vortexes make 2 turns around the mage. When it affects the enemy, it knocks them into the air for 1 second.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Time shift

When used for the 3rd time, It may banish enemies with %10 chance

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Lifegiver

When used for the 2nd time, It also gives %10 damage buff to nearby allies.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

-Arcane Shield

When used for the 3rd time, Shield becomes 2x times stronger.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Frost Bolt

When used for the 3rd time, It calls ice meteors (Something like winter set gives blizz aura. It has cool ice effects.) These meteors have higher chances to freeze enemies.

┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅

- Curse

When used for the 3rd time, It disappears from ur skill list and u cant use it until u change zone.


┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅ ┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅┅ ┅┅┅┅┅┅┅┅

Last words,

Some of my buff ideas might seem bad. But I think we get the idea. I believe this community can suggest more creative ideas for skill buffs.

Thanks.

Neutrone
01-01-2024, 11:57 PM
Some of my buff ideas might seem bad. But I think we get the idea. I believe this community can suggest more creative ideas for skill buffs.

Thanks.

I think they're pretty good ideas so +1 to this concept. Makes using skills more of something caculated rather than just spamming.




- Curse

When used for the 3rd time, It disappears from ur skill list and u cant use it until u change zone.


Except for this [emoji28] I'm going to simply assume you don't play mage.

will0
01-02-2024, 01:13 AM
I have some suggestion for the current mage's skill :
1. Clock: bigger AOE area (change animation of the clock and sound) and able to pull in mobs, also include more dots damage as the dots now are not revised since i have started playing season 2.
2. Ice skill : artic shatter - increase to AOE ice patch chance and area... The ice patch is so tiny and hardly process
3. FB same as Clock increase the DOT damage and animation like fireball from the sky
4. Lightning: Electric Discharge for PVE increase 20-25% chance to explode and wider area.

Vikusato
01-03-2024, 01:51 PM
Currently the end game maps which are being farmed for gold have no uses for ult (elite zodias gauntlet being an acception).
Rahab/mech/eklenta/hedo. All this maps don't even have a use for ults.
May I suggest that the future map designs keep ultimate into consideration. Because I don't see a reason why skill revamp was so important if they are not even gonna be used for the gameplay itself.
Thank you for reading.

Xyv.io
01-06-2024, 07:38 AM
Make gems OR awakes that influence skills. Ex:
->Awake: Aimed shot now ignores 15% enemy armor.
->Awake: fireball fires an extra projectile
->Gem: +3 all + Increase healing potency of skills by 10%.
Etc.

Tekila
01-06-2024, 02:22 PM
Make gems OR awakes that influence skills. Ex:
->Awake: Aimed shot now ignores 15% enemy armor.
->Awake: fireball fires an extra projectile
->Gem: +3 all + Increase healing potency of skills by 10%.
Etc.

I think there is enough gambling in this game like that.
Maybe can we make something more controlable so we don’t barely rely on luck and money to be good at the game.


Envoyé de mon iPhone en utilisant Tapatalk

Tekila
02-18-2024, 06:17 AM
As a warrior im waiting for it so bad


Envoyé de mon iPhone en utilisant Tapatalk

frankcastle911
02-20-2024, 04:39 AM
for warrior:
- reduce cd of skills
- juggernaut - looks fine to me, doing it's job
- horn - looks fine to me, doing it's job
- skyward and axe throw - buff bleed dot damage, make it work with critical chance (e.g yellow numbers), buff damage output of both
- rallying cry - i would "rework" this one. Perhaps, each strike can generate STR/DEX/INT (depends on player's class). More strikes you deliver, higher buff you'll get.
- 10 sec activation phase (player attack and generate primary stat), after that 10 sec cd phase (buff is active, can't generate primary stat). Once 10 sec cd phase is over, buff disappears.
- venge blood - i would buff stacking damage of it, or keep it as it is, with reduced cd warriors will be able to stack VB 2x
- windmill - add small pull once players shift from kraken aegis to 86 arcanes
- chest spitter - perhaps it can deal double damage per strke (with buffed dmg)

note: if there is space to create new skill, would be cool if warrior class can have it's own curse skillAgreed lol cs is almost useless

Sent from my SM-A125F using Tapatalk

BRS_
02-24-2024, 09:22 AM
not sure but i think its because ping is always high, theres probably not much servers and most people have very high ping for example i have perma 200 i know others that have 300 which is way too high for any game, u miss default attacks, skills that have cast time like mage clock are very delayed u click it and it doesnt land where u want

trueido
02-26-2024, 09:31 AM
Many skills are being used to just procing our gears now, how about a new stat called "skill damage"?
The base damage of the skills will be higher, without any impact on procs such as kraken.

Example:
15% Skill damage = will increase my warrior "Windmill" skill damage by 15%, but no change to my avatar damage stats or anything else other than skills.

Activista
03-11-2024, 01:10 AM
well seeing that there will finally be 1 change make sure they are useful for the current difficulty :D that is to say being realistic the trap ability in rogue does not make sense if everything dies in 1 hit with arcane 81, the bomb is not useful if we are very active in movement , the shield... no way, it's no use just avoiding debuff, if we can still die from 2 strong hits, the ability to heal... is even more useless, it's not convenient for us to continue where we left off with the life traps if the new gem exists or the auto-pot

will0
03-11-2024, 02:05 AM
there is suggestion thread already on this topic for all toons

Potofgreed
03-11-2024, 06:44 AM
Make all rogue skills force to charge like mage fireball, shield and war heal . Legit deserve that for all the years.

Sent from my LM-Q730 using Tapatalk

Activista
03-24-2024, 11:45 AM
This would be a section of the skills" which is an extra button on the screen and only allows us to use it through the damage received on the map, the skill would be based on our own benefit without breaking the statistic, for example, imagine that we activate the skill after complete the charge, this would only give us a benefit of 10% of all statistics (literally all) for 7 seconds (it is just an example, but it would only be based on non-attack benefits such as abysmal damage multiplications or strong hits such as arrows or meteorites. .. )