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Skills and Talent balance


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#21 SHUTTLER

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Posted 26 January 2014 - 12:34

You want a spell that always heals you for more damage then you take?  No, we really don't need a 'god mode' in this game.

 

Be happy it already heals you when killing mobs in bulk, that already seems a bit OP.  Other classes don't even get that much.

so after neon" s explanation .....i don think i need to say something except one,

first know the talents and the way they can be used and then post ...........   simply blabbering doesnt work out .....sorry was quiet irritated by the way u explained the things bad (god player)| lolz@@u

also u meant other creatures don even get them,  but they get something useful like this for killing mobs in bulk ....mage dragonsbreath, ranger (don remmember the point the last 0.75 sec one) , warrior (frenzy) etc   which are of worth using but this certainly needs some improvement


Edited by SHUTTLER, 26 January 2014 - 12:37.


#22 Irradiated

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Posted 26 January 2014 - 19:08

Maybe I misunderstood what you were trying to say.  And I admit, I don't know the class and was going by what was said.

 

"then the amount healed is less than the damage i recieve"

 

What's the other option?  To receive more healing then damage.  It certainly sounded like that was what you were asking for, that you should be able to stand and fight and receive enough healing to survive.

 

No matter, Neon's explanation cleared it up.

 

I'm sorry you were irritated by the term 'god mode'.  It's a very old term, and certainly not original.  It just means being able to play and be safe from ever dying.  And that would certainly happen if you were able to stand in one place and always receive more healing then damage.

 

And yes, other classes to have AOE.  I was talking about enough life steal to "retrieve my health back".

 

(I don't appreciate saying I'm "simply blabbering".  As has been said many times, these are discussions and insults have no place.  The forum is full of comments from people who don't play that class.  Are they all "simply blabbering"?  If I'm wrong, correct me, don't insult me.)


Edited by Irradiated, 27 January 2014 - 02:33.

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#23 SHUTTLER

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Posted 27 January 2014 - 10:32

k next time will correct u...........well also didnt mean to insult u lolzz :P



#24 Moltor

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Posted 27 January 2014 - 13:46

Erupt

 

I think it could use more damage power, for 500g for the skill i feel unsatisfaied. Or change talent in mage tree if i remeber well 35% for smoldering caldera for 2 talents points. I can't understand why most of aoe (area of effect) spell/skill are also dot's (damage over time). Dragon breath, blizzard, frost spikes, engulf, whirlwind, that poison attack from assasin why all are dot's? From not the dot's spell: frostbite, meteroite or erupt (mixed here). That arent that effective, but got their cons.

 

I don't know about the lvl 50 spell for mage, cast instant, but to be honest getting an aoe on end game, what the use to farm with aoe then? So maybe change those skill to lvl 45?

 

So i want to suggest increase the power of aoe's or lower it but make it instant not over time or increase it cooldown to avoid the same thing with frozen spikes nerf.

 

Peace



#25 Zezima

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Posted 08 March 2014 - 09:27

i should have kept playing after beta finished >.> so who's got a youtube channel i can follow to get back up to date??



#26 DungeonRider

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Posted 09 March 2014 - 16:46

I think templar needs a little more love.

I tried it for 20 levels and it seems to not become what i expected it to be.

 

i'll share my impressions about this class here, maybe you will find it usefull in improving this class,

which maybe could bring more sattisfaction to players who chose this class.

 

I imagine templar (tank) to have outstanding defence which allow him enter betwin hordes

of monsters and stay like this for long while all other classes would not survive it even for a short period of time. It should be easy for templar to keep all these monsters interested in him (aggro),

to protect his party. Nothing comes without sacrifices, therefore the price of his high defence

come with low offence, however even while templar cannot kill all these monsters fast by himself alone,

he should be able to stun them easly, and expose in this state to rest of his team.

 

Unfortunately this came out to be only a theory that i expected to find,

but currently this class looks like "attempt" to become tank.

It have skills, heavy armor, shield and all these things,

but it all together just not works like a true talent of tank, rather an apprentice in training,

who is still far from his master teachings.

 

Defence - is too low, templar commonly cannot stand even 3 mobs of his own level for longer,

and end up running from these mobs to not die. This is a shame for almighty defence master.

 

Skills - some skills of templar seems to not work as they was intended to do.

for example, i noticed that when i use "righteous defence" / "redemption" my HP falls much faster

than when i not use it, so i just ended up not using them at all at some point.

(is it timing ? maybe i lose time casting these skills instead of atacking ? i dont know...)

 

Aggro - even tho its a mastery of tank with multiple talent points spent in this art,

he still cant do it better than other classes who commonly steal aggro from him with easy.

Players suggest to raise mele to some point to keep aggro, but i think that mele is a warrior domain,

and tank instead of strenghtening his attack which never will be good anyway, should strenghten

what is his strong point - vitality and defence. I think that raising mele is just a workaround

for weak aggro ability, which should come from all these talent skills but it does not.


Edited by BPlayer, 11 March 2014 - 01:26.

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#27 Susej

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Posted 13 March 2014 - 15:01

Ok i have been playing forever as a prophet, and i fell prophet is completly "lawfull goodt" why not have a evil prophet as for any other class, 

I would totaly see a talent named dark dogma...


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#28 Keldray

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Posted 15 March 2014 - 18:19

Assassin:

 

Lacerate, Rupture and Sear

 

I think the DoTs should be substantially increased, i do more damage on my basic attacks in a shorter time than if i use them, by the time the 3 applied dots actually do something that we can consider as a useful outcome, i already finished off another monster that i was beating senseless with my basic attacks, of the same type and strength, if we are in disagreement, at least remove the throwing weapon equipped requirement on Serrated Edge, i rely on an essence to keep myself healed since the surviving factor is so subpar to all the other archetypes. Warriors got massive aoe with heavy defense and dps, Prophets can heal massively while doing good spell damage, mages can just destroy everything before it reaches them, rangers got the benefit of distance, heavy attacks and can kite, what is left for the assassin? mediocre single target attacks, small aoes, with average defense and no healing sustain. Now i can understand the assassin is not an aoe master, but it definately should get some loving on the single target attacks, the % is at best only -slightly- more damaging than the other skills used by the other archetypes, but the problem the extra % is so tiny in comparison it's -not- worth it.

 

In my personal view, lacerate should do a base of 15% instead of 5% for base dot, 150% instead of 110% on instant damage, Rupture should be 425% instead of 200%, Sear should be 300% instead of 180%, now you'll think i'm exaggerating, not at all,  those are damage over time, they take long to process it all.

 

Also, keep in mind that a basic attack is 1.66 speed, casting takes a whole 1 sec each, so you lose 1 extra attack when casting. That means instead of doing 200% damage/sec, you lose an effective 100% to cast a dot (More precisely 66% loss but the attacks are fast enough to be considerated as 2 per sec), that 100% needs to be compensated, that's why my numbers are much higher than the game, the dot should compensate by doing a minimum of an equal of 3 attacks over time to make it starting to look ok. From this logic, you -lose- dps from casting Sear, you don't do more damage with Rupture and Lacerate takes a lot of lacerating to be slightly effective with the current game %'s.

 

Chemistry:

 

The proc chance versus effectiveness and length is too low to be a good node to pick up, should make it like 33% chance to proc, not 10%, or/and make it last 10 seconds instead of 5.

 

Massacre:

 

Hardly worth it, especially in group since yer not guaranteed to get the killing blow, the targets where you need damage the most are bosses, and this node is hardly helping at all.

 

Feel No Pain:

 

Would be worth it if the threshold was better, 25% isn't cutting it, when you go in a dungeon, if you fall under 30% you get the hell out of combat or you die, otherwise the tank just get it all for you, in normal environment, monsters rarely gets you under 25%, threshold should be like 40%.

 

Slice and Dice:

 

The only situation where you need more then 3 stacks of lacerated is when you fight bosses, would be nice to get an extra benefit from picking this node, like an extra % of damage on lacerated per rank.

 

Endurance:

 

Should be a % of mana steal instead of a flat number, 20 mana at high level is nothing, marauder in warrior tree has 20 times more value than this node.

 

Anatomy:

 

Useless unless you do PvP, you can't slow bosses and trash monsters don't need to be slowed.

 

Blood Siphon:

 

Would be good if the dots were more damaging, though i really dislike how it take 5 levels to max it out, should lower it to 4 or 3. I have yet to figure which skill is considerated as bleeding other than Lacerate though.

 

Blood in the water:

 

The % is way too low to worth investing into it.

 

Precision:

 

What a rip off, go get Olympean for 1 rank in warrior and you'll get an extra 75% dps to it as well, only for 1 second less and you'll save an extra talent point.

 

Vicious Poison:

 

Not worth investing more than 1 rank into it, the max stack of 10 makes it pointless, should make so the maximum of stacks increases per rank as well (20 max at rank 2 and 30 at 3, to keep the 1:10 ratio)


Edited by Keldray, 16 March 2014 - 16:21.


#29 Keldray

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Posted 16 March 2014 - 15:47

Did a whole bunch of editing in my previous post, just in case the devs didn't notice.



#30 DungeonRider

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Posted 17 March 2014 - 22:06

the post has been moved to more proper thread.

http://forums.hunted...=58622&p=856073


Edited by BPlayer, 17 March 2014 - 22:40.

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#31 lester

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Posted 25 June 2014 - 15:54

The Warrior skill Talent Marauder is very weak especially for 2-handed warriors since warriors attack speed is very slow and the talent only apply's to melee basic attacks , it is a waste of a point for 2-handed melee warriors.

 

I suggest buffing up the amount you gain from basic attacks or apply it to melee skills.


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#32 Before

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Posted 05 November 2014 - 14:35

Anyone have good Ranger build ???



#33 Kedyn

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Posted 05 November 2014 - 14:41

The Warrior skill Talent Marauder is very weak especially for 2-handed warriors since warriors attack speed is very slow and the talent only apply's to melee basic attacks , it is a waste of a point for 2-handed melee warriors.

 

I suggest buffing up the amount you gain from basic attacks or apply it to melee skills.

 

I would second this. I put points in this based on the idea that it will help me be more self-sufficient when soloing and in groups by allowing me to heal my HP/MP as an addition to potions. Unfortunately, the talent is very weak in terms of overall ability. Returning less than 100 HP and only about 20 MP per swing (per second essentially), it isn't a really big gain. I'd like to see this either ravamped to possibly include abilities as well, or increase the strength so that it doesn't go to waste. 



#34 Ood

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Posted 03 January 2015 - 02:54

Intense Focus

Mage Tree, Tier 3, Second from left.

 

Currently, this talent does not work as advertised, it applies only to base focus (making it far less valuable as well).

 

Either change the description to:

Increase your base focus by 5%/10%

 

Or, change the effect to actually work on TOTAL focus, not BASE, and make it:

Increase your total focus by 2.5%/5%


Edited by Ood, 03 January 2015 - 03:03.



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