Any chance of having an npc where we can trade Set amulet to a different class?
Thanks
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I hope you can find a great solutions from pvp goodluck! Rogue #killer. warrior #support. mage #for rogue.
oh didnt read the kits are not tradable.thanks sts.
Last edited by meidei; 04-27-2016 at 05:52 PM.
We finally get to have homes now?
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Great new stuff. Also thanks for the shout out to Elite Runners!
Bring back the kdr...theres no heat in pvp rite now....many my guildmate not login bcos of this
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Farm to loot gears and good pet eggs... I miss those days!
cute is just my cover
Yay to homes!
And even more excited for elite grinding
I'm guessing it's a house system where u keep pets and things maybe grow crops or something
+1 to justG for response after business hours
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Why would I want two sets of chairs and tables in my house? Maybe a couch and a TV or magic mirror TV (this space could be more outside of the main theme of the game wich has no techs)? Some greenery and pots? Love this new implementation!!! :-) and now PvP is turning into more strategiclly moves and builds. Great changes in the game congratulations!
Would it be better for the reduction in damage to be scaled to level? Because at twink PvP I would assume that the fights are already slow enough due to the low damage/mana/crit levels.
I propose something similar to how our damage passive was changed, to implement a base damage reduction that increases with the level of the toon. For example, my toon has a displayed damage of 1091 with a full dex build and all relevant passives maxed (int/dex/crit/dmg), and with Nekro equipped. In PvP this drops to about 850 when the 10% damage nerf was applied to rogues. At this damage level I could still kill a non-jugged tank or unshielded mage quickly. Note that due to the PvP damage nerf before, I lost about 340 in total damage by entering a PvP map. That would be almost 28% of damage lost before last week's changes.
According to limited calculations, a base damage reduction of 0.8 to 0.9 would bring the damage of rogues down to about the level it was during the previous rogue damage nerf. The difference is that applying it like this would still allow pet and other percentage passive bonuses to affect damage normally. Also I feel this might be more friendly to twink levels as the amount of damage they would lose is low due to it being scaled to level.
I think the current problem is that at endgame, the damage for all classes is so high that everyone dies in a blink of an eye and (as people have rightfully pointed out) there is little room for strategy. However I don't believe at twink levels there needs to be such a fierce nerf in damage because the game is already slowed by their lack of damage and crit. Would appreciate comments because my experience with twink PvP is extremely limited, and comes mostly from what I've been told by people who are experienced twink lvl PvPers. Thanks all
Why do we fall? So that we can rise again.
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