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Тема: Комментарии разработчиков об изменениях классов в альфа-версии Dragonflight – 17-19 августа  (Прочитано 6006 раз)

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Wishko

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Разработчики продолжают вовсю трудиться над деревьями талантов и способностями классов в альфа-версии Dragonflight, и на этой неделе опубликовали серию сообщений о введенных в текущей или планируемых для грядущей сборки корректировках. В основном изменениям подверглись охотники, рыцари смерти и воины, которым достался чудовищно огромный список изменений.:cut:
  • Чернокнижникам откорректировали свойства пары талантов.
  • Для шаманов "Совершенствования" к будущей сборке подготовили ряд изменений талантов и способностей, а также исправление неполадок, в том числе убрав -35% модификатор к урону и исцелению от заклинаний под воздействием "Оружия Водоворота".
  • Паладинам "Воздаяния" вернули "Божественную защиту" как талант и изменили местоположение некоторых других талантов.
  • Изменения охотников затронули все 4 древа: в основном были откорректированы значения, но также изменились некоторые связи, были реализованы ранее не работающие таланты и исправлены существовавшие неполадки.
  • Корректировки рыцарей смерти в основном затронули классовые таланты и таланты "Нечестивости", и по большей части изменилось их расположение, число рангов или связи, хотя есть и корректировки значений.
  • Всем древам воинов досталось огромное количество изменений и теперь разработчики довольны их структурой, но проводят большую балансировку и корректировку свойств и значений.
Некоторые изменения также были описаны в заметках к текущему этапу альфа-тестирования.

Feedback: Warlocks

From today’s Alpha update notes:
  • Soul Conduit refund chance reduced to 10% at max rank (was 15%).
  • Destruction
    • Backdraft now affects Soul Fire.
[Источник]

Feedback: Shaman

Several changes are coming in the next build you receive, in addition to several bug fixes. We also removed a -35% damage and healing modifier to your spells that benefit from Maelstrom Weapon in an effort to make your spells more impactful, but may have to reintroduce this as tuning goes on.

Talent Changes:
  • Primal Primer is no longer an option in the tree.
    • Primal Primer and Primal Lava Actuators were two different ways of making Lava Lash better. We opted to keep Primal Lava Actuators.
  • Hailstorm now provides your next Frost Shock a bonus for up to 10 Maelstrom Weapon charges spent to better work with Overflowing Maelstrom. The maximum bonus targets is still limited to 5.
  • Stormstrike now replaces Primal Strike.
  • Doom Winds now does some immediate damage when you activate the ability.
  • Ice Strike’s Frost Shock buff now highlights Frost Shock.
  • Alpha Wolf now works with Chain Lightning, rather than Crash Lightning so you do not have to take Crash Lightning to get the benefit.
  • Ascendance now is now a choice node vs Deeply Rooted Elements.
  • Thorim’s Invocation now remembers whether you most recently cast Lightning Bolt or Chain Lightning, and uses that spell when you use Windstrike, rather than always using Lightning Bolt.
  • Chain Lightning (rank 2) functionality baked into Crash Lightning/Chain Lightning interactions.
  • New 1-point talent: Crashing Storms: Crash Lightning damage increased by 40%, and Chain Lightning strikes 2 additional targets.
  • Gathering Storms has been consolidated down to a 1-point talent.
  • Hot Hand has been converted to a 2-point talent with the same total values.
  • Feral Spirit cooldown has been reduced to 90 seconds.
  • Elemental Spirits no longer reduces the cooldown of Feral Spirits.
  • Several talents have shifted around due to the above changes.
Thank you all for the continued feedback and testing.[Источник]

Feedback: Paladins

From today’s Alpha update notes:
  • Retribution
    • Divine Protection has been added as a choice node with Shield of Vengeance. Cooldown increased to 2 minutes.
    • Justicar’s Vengeance now costs 3 Holy Power and deals 7% less damage.
    • The talent locations of Ashes to Ashes and Divine Toll have been swapped.
[Источник]

Feedback: Hunters

Happy Friday, Hunters.

Several changes will be in your next build and we wanted to share what to expect. There are also several bug fixes, and some things that were previously marked NYI are now working.

Class Tree:
  • Survival Hunters: corrected a missing connection between Kill Command and Improved Mend Pet on the class tree.
  • Alpha Predator’s value has been lowered from 30%, to 15%.
  • Improved Traps now also lowers the cooldown of Hi-Explosive Trap.
  • Stampede now snares targets hit by 30%, and you and your pets gain 10% increased critical strike chance against targets hit by your Stampede.
  • Hunter’s Agility is once again Avoidance.
  • Camouflage no longer links directly to Improved Traps. The choice node below Survival of the Fittest now links to Born to be Wild.
  • New 2-point passive talent, Serrated Shots: Serpent Sting and your bleed damage is increased by 10/20% damage. This value increases to 20/40% against targets below 30% HP.
  • New 2-point passive talent: Arctic Bola - Aimed Shot/Cobra Shot/Raptor Strike/Mongoose Bite have a chance to fling a bola out at your target that bounces 2/4 times and deals increased damage per point. Targets struck by the bola are snared by 20% for 3 sec.
Beast Mastery:
  • The top of the Beast Mastery tree has been shuffled around a bit, and now starts with Cobra Shot rather than Barbed Shot.
  • Barbed Shot damage has been increased by ~75% (this is unrelated to talents and just a change to the ability)
  • Loaded Quiver has been removed. Barbed Shot is now 2 charges always.
  • Barbed Wrath is now 1 point, down from 2. It no longer affects Aspect of the Wild.
  • Wild Call has been reduced to 1 rank.
  • Call of the Wild’s cooldown has been increased to 3 minutes.
  • The Bloody Frenzy that adjusted Barbed Shot Frenzy stack generation has been removed.
  • New 1-point talent: Brutal Companion. When Barbed Shot causes a 3rd stack of Frenzy, your pet automatically uses their special attack (Bite/Claw/Smack) with increased damage.
  • Aspect of the Wild has been redesigned.
    • Aspect of the Wild now fires a Cobra Shot at your target and another nearby target. While Aspect of the Wild is active, Cobra Shot’s Focus cost is reduced by 10, and each Cobra Shot fires a Second Cobra Shot at a nearby target.
      • New choice node below Aspect of the Wild:
        • Each temporary beast summoned reduces the cooldown of Aspect of the Wild by 5 sec.
        • Cobra Shot damage increased by 30% while Aspect of the Wild is active.
  • Several talents shifted around past the first gate due to the above changes, but the tree’s structure is very similar.
Marksmanship:
  • Dead Eye now also reduces the cooldown of Kill Shot.
  • Windrunner’s Guidance has been lowered to 25% critical strike damage bonus.
  • New choice node below Wailing Arrow:
    • Wailing Arrow resets the cooldown of Rapid Fire and grants a charge of Aimed Shot.
    • Wailing Arrow now fires 5 wind arrows at your primary target, and up to 10 split between any secondary targets.
  • Crack Shot lowered to a 1-point talent.
  • Calling the Shots and Eagletalon’s True Focus have swapped spots.
Survival:
  • Coordinated Assault, Spearhead, and related talents should be working.
  • Explosive Expert tooltip updated, it has no interaction with Kill Shot and is just some cooldown reduction to Wildfire Bombs.
  • Birds of Prey has been redesigned. Kill Shot now strikes up to 3 extra targets while Coordinated Assault is active.
  • New choice node against Birds of Prey: Bombardier. The cooldown of Wildfire Bombs is reset when Coordinated Assault is activated, and when it fades.
  • Guerilla Tactics increases the initial damage of Wildfire Bombs by 50%, down from 100%.
  • Fury of the Eagle once again grants 50% critical strike chance against targets below 20% HP.
  • Ruthless Marauder increases the HP threshold for increases critical strikes by 5% per rank rather than increasing critical strike chance.
Thanks for the continued feedback and testing.

And yes, have a nice weekend everyone![Источник]

Feedback: Death Knights

Hello Death Knights,
      
We’ve got an info drop for you. Here’s what we’ve been working on, and what you can expect to see in the next Alpha build for both the Class and Unholy trees.

Class Talents

In an effort to further increase choice, we’ve updated some talent positions, added two additional connections from Might of Thassarian and Merciless Strikes toward the center section of the class tree, reduced 3 rank talents to 2, and updated the lead-in talent to Abomination Limb with a throughput talent.

The following changes are not everything you’re going to see in the next build. Rather, these are highlights of the bigger changes (and a few more-subtle position changes with existing talent nodes).

Rune Mastery
  • Max ranks increased to 2, up from 1.
  • Now leads into Abomination Limb (replacing Improved Death Strike).
Icy Talons
  • Max ranks reduced to 2, down from 3.
Unholy Bond
  • Max ranks reduced to 2, down from 3.
Unholy Endurance
  • New talent: Increases Lichborne duration by 2 sec and while active damage taken is reduced by 15%.
Death Pact
  • Now has a new connection from Might of Thassarian
Asphyxiate
  • Now has a new connection from Merciless Strikes.
Clenching Grasp
  • New talent: Death Grip slows enemy movement speed by 50% for 6 sec.
Improved Death Strike
  • Max ranks reduced to 1, down from 3.
  • Now available much earlier in the tree.
Here is a look at the updated tree with the new structure:



Unholy

As we mentioned previously, we have updates to both the baseline and talent tree for Unholy. These will be available in the next Alpha update. The baseline changes focus on helping reduce the cooldown desync as well as baking in existing talents to help the flow and feel of the spec. Additionally, the Unholy tree itself experienced substantial iteration and has been mostly redesigned and restructured with 11 new talents.
Below is a list of changes previously mentioned, as well as new talents. The below list does not document each individual restructuring of existing talents, as that’s quite substantial, but we do have a screenshot of the tree below to help contextualize what can be expected.
Abilities
Death Coil
  • Runic Power cost reduced to 30, down from 40.
Epidemic
  • Damage increased by 20%
Scourge Strike/Clawing Shadows
  • Damage increased 20%
Talents
General
  • All 3 max rank talents have been reduced to max 2 rank (where applicable)
Deadly Coil
  • Cut
Unholy Command
  • No longer reduces the CD of Dark Transformation when dealing damage with Death Coil
  • Now reduces the cooldown of Dark Transformation by 8/15 seconds.
Army of the Damned
  • Now reduces the cooldown of Apocalypse by 45 seconds (No longer reduced by Death Coil)
    • Death Coil still reduces the cooldown of Army of the Dead
  • No longer summons a Magus of the Dead when Apocalypse or Army of the Dead are cast
Summon Gargoyle
  • Duration reduced to 30s, down from 35s
  • Now gains 1% damage per 1 runic power spent (down from 1% per 2 runic power)
    • At first read this can be confusing but it is a buff to the damage ramp for Gargoyle.
Improved Scourge Strike – Increases the damage of Scourge Strike by 10/20%
  • Cut
New Talent – Feasting Strikes: Festering Strike and Scourge Strike/Clawing Shadows have 15% chance to generate 1 Rune.
New Talent – Runic Mastery: Increases Maximum Runic Power by 10/20.
New Talent – Plaguebringer: Scourge Strike causes your disease damage to occur 150% more quickly for 5 sec.
New Talent – Magus of the Dead: Apocalypse and Army of the Dead also summon a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.
  • Magus of the Dead’s Shadow Bolt damage increased by 20%.
  • Magus of the Dead’s Frostbolt damage increased by 10%
  • Magus of the Dead’s Frostbolt slow duration increased to 6 sec and 60% slow (up from 4 seconds and 50%)
New Talent – Ruptured Viscera: When your ghouls expire, they explode in viscera dealing Shadow damage to nearby enemies.
New Talent – Commander of the Dead: Dark Transformation also empowers your Gargoyle and Army of the Dead for 30 seconds, increasing their damage by 40%.
New Talent – Eternal Agony: Death Coil increases the duration of Dark Transformation by 1 sec.
New Talent – Coil of Devastation: Death Coil causes the target to take an additional 35% of the direct damage dealt over 4 sec.
New Talent – Rotten Touch: Sudden Doom causes your next Death Coil to also increase your Scourge Strike damage against the target by 30% for 6 sec.
[NYI] New Talent - Plaguebearer: Inflict disease upon your enemies spreading Festering Wounds equal to the amount currently active on your target to 8 nearby enemies (45s cooldown, 30 Runic Power).
  • This ability may not make it into the next Alpha build.
New Talent – Superstrain: Your Virulent Plague also applies Frost Fever and Blood Plague.
  • Currently grants full effectiveness for the other diseases. Tuning is always likely to change in future builds.
  • Please note: Morbidity will now also scale damage from FF and BP because of this the damage per rank has been reduced.
The new and updated Unholy tree looks like this:



Thank you very much for all of your discussion and feedback.

We look forward to hearing more from you about the updated trees.[Источник]

Feedback: Warriors

We’re feeling pretty satisfied with the class tree structure but are still experimenting with placements and the content of specific talent nodes while taking onboard internal and community feedback.

We’ve seen a new iteration of the class tree each week during the three weeks since the first release of the Warrior tree. In the version going live today there’s the most options due to more pathways and interconnectivity. We’d love to hear from you if you prefer this, or the more streamlined simple tree with obvious pathways that released initially.

We want to spend a little more time with stances to try to achieve a version where each feel useful and desirable for different reasons, but we have had a fallback plan since embarking down this path of having an offensive and defensive stance. Fury and Arms would both start at the offensive node and Protection would start at the Defensive node.
  • Thunderous Roar – We are working on this and the subsequent talent node, which will be a choice node internally and we hope to update on this soon.
  • Signet of Tormented Kings – As above, we’re working internally on this, and we hope to have an update soon. We have ideas but haven’t implemented them yet.
  • Shockwave – There has been some feedback about wanting Shockwave to be lower down the tree and easier to obtain. We’re quite confident that if we put it before the 20 points requirement that every Warrior both DPS and Protection would have it. That isn’t our intention, an AOE stun on fairly short cooldown is a powerful ability and we feel there needs to be some opportunity cost to obtain this. We’d like Shockwave’s subsequent node to be a choice so expect a new modifier here in the future.
  • Rend - Our intention with the introduction of Rend to the class talent tree was that Arms and Protection would likely often choose it and that Fury would very rarely. We’ve seen higher uptake and reliance on Rend than we’d like so for this week we’ve moved it to the Arms and Protection trees as a test. We’d like to hear your feedback on this change.
There are several very simple nodes on various talent trees, including those of other classes. These serve multiple functions, and we’ll briefly detail some of the reasoning behind their existence.

When looking at the talent trees for a class there’s a huge amount of information to absorb and learn. Beyond that, there’s also many choices for players to make. Having some talents that are simple and obvious in their effect helps to lower the overall complexity and functions as a guide for what abilities and stats are important for each specialization.

However, we’ve heard your feedback about the secondary stat nodes and have been working to make them more interesting. There are some examples of this in the Fury tree this week.
  • Warrior Updates
    • Changed some pathing and node positions to encourage more flexible build choices.
    • Spear of Bastion – Should now work correctly outside of the Shadowlands.
    • Elysian Might – Should now work correctly outside of the Shadowlands.
    • Honed Reflexes – Now reduces cooldowns by 1.0 second (was 1.5 seconds) and reduces the cooldown of Raging Blow (was Bloodthirst).
    • New Talent: Menace – Intimidating Shout will knock back all nearby enemies except your primary target and cause them all to cower in fear for 15 seconds (was flee).
    • Crushing Force has been redesigned – Slam deals an additional 30% damage and it has a 10% increased critical strike chance.
    • Concussive Blows – Now reduces the cooldown of Pummel by 1.0 second (was 1.5 seconds).
    • Titanic Throw – Correctly applies deep wounds to all targets when combined with Improved Heroic Throw.
    • Impending Victory – Heals for 30% (was 40%).
    • Thunder Clap – Costs 30 Rage for Arms or Fury (still costs 0 Rage for Protection).
    • Rend – Removed from the class tree.
  • Arms
We’re feeling confident in the general structure, but we will likely add some extra talents to the middle of the tree where it feels a little bit sparse.
  • Sharpened Blade and Blunt Instruments – As with the simple talents mentioned earlier in this update, having some guidance from talents rather than everything being wide open can be helpful for some of our less knowledgeable players. We’re aware of the polarizing feedback here, but we want to get this in front of more players throughout the Alpha and Beta before we decide if it needs to be removed. If it doesn’t work out as we hope, we’re happy to change it.
We’re looking at changing the Bladestorm subsequent talents into choice nodes to give some more options for players to experiment with.
  • Colossus Smash and Warbreaker – We’ve seen some feedback regarding why these are separate talents and require an investment of two talent points. 30% increased damage with the option to apply to multiple targets on a fairly short cooldown is a massive effect. It is worth far more than the average talent, especially for those located before the level 20 gate and we feel it is fair to be split into separate components as it currently is in the live game.
There are quite a lot of survivability options and improvements for Warriors in the class tree, but each DPS spec has historically had a major cooldown. For Arms it is Die by the Sword, so you are now purposely forced into pathing through it and one of its subsequent nodes in order to ensure you have a minimum of some survivability.
  • Arms Updates
    • Changed some pathing and the position of some nodes so that players are much more likely to take some healing/utility nodes.
    • Warbreaker – No longer incorrectly replaces Execute and does not require 20 talent points to unlock.
    • Storm of Swords – No longer incorrectly requires 20 talent points to unlock.
    • Fracture – Now causes Rend, Deep Wounds and Thunderous Roar’s Bleed effects to instantly expire and deal all remaining damage over time.
    • Skullsplitter – Cooldown increased to 30 seconds (was 21 seconds).
    • Bloodletting – Also increases the critical strike chance of bleed effects by 10%.
    • Die by the Sword – Should now correctly cost a talent point.
    • Bloodborne – Now 2 ranks and each rank increases the damage of Deep Wounds, Rend and Thunderous Roar’s Bleed effects by 10%.
    • Barbaric Training – Removed from the talent tree.
    • Skull Banner – Should now correctly cost a talent point.
    • Deadly Calm – Removed from the tree for now, iterating on a better version that will be more desired by players.
    • Fueled by Violence – Increased heal amount to 50% (was 30%).
    • Reaping Swings – Lowers the cooldown of Cleave by 3 seconds (was 2 seconds).
    • New Talent: Storm Wall – Whenever you Parry, you heal for 10% of your maximum health.
    • Rend – Added to the Arms tree.
    • Exploit the Weakness now increases Tacticians’ chance to trigger by 1.6% (was 2.6%).
  • Fury
    We’re doing something fairly experimental with Single-Minded Fury. We’re unsure if it will work out as intended, but we feel it there’s an important issue to try and address here. For a good deal of time there has been a consistent complaint that some players cannot continue to play Fury due to the intense nature of it. Our goal with Annihilator and the related talents is to create a sub spec that would provide a lower APM build that would still allow players to have fun, be competitive and feel like a Fury Warrior.
We’ve made Titan’s Grip baseline for various reasons, but primarily because it makes many things much simpler. It will be something players gain as they level up.

As with the Arms tree, you are now forced to take Enraged Regeneration to ensure you have a minimum amount of survivability. A dead Warrior deals no DPS.

Annihilator is intended to work with most of the Raging Blow modifiers (except those related to cooldown and charges), it is currently working with some, and we hope to have this fully functioning and detailed in tooltips by the next Alpha build.

We’re working on the subsequent nodes for Odyn’s Fury and Ravager, these will be choice nodes and we’ll have more to share here in the future.
  • Fury Updates
    • Rearranged various talents and created new pathways and choices.
    • Titan’s Grip – Now baseline for all Fury Warriors.
    • Hack and Slash – No longer incorrectly requires 20 talent points.
    • Onslaught – Removed the Enrage requirement to use, cooldown reduced to 14 seconds (was 16 seconds) and Rage generated reduced to 20 (was 25).
    • Pulverize – Now increases Enrage by 1 second and causes Onslaught to Enrage you.
    • Odyn’s Fury – Now generates 20 Rage temporarily. We plan for this this to generate Rage based on the targets hit in a future update.
    • Crushing Blow – Removed the auto charge component.
    • Swift Strikes – Now also causes Raging Blow and Annihilator to generate 1 additional Rage per rank.
    • Critical Thinking – Now also increases the critical strike damage of Raging Blow by 5% per rank.
    • Depths of Insanity – Ranks reduced from 2 to 1 and changed to, Recklessness lasts 5 seconds longer.
    • Ravager – Cooldown increased to 90.0 seconds (was 45.0 seconds) but damage increased to 84% (was 42%) and now correctly awards 10 Rage when dealing damage.
    • Siegebreaker – Duration increased to 12 seconds (was 10 seconds), now generates 15 Rage (was 10) and damage increased to 120% (was 110%).
    • Deafening Crash – Now also increases the critical strike chance of Raging Blow and Annihilator during Siegebreaker by 10%.
    • Slaughtering Strikes – Now correctly costs a talent point and correctly improves all Rampage Strikes when caused by both Raging Blow and Annihilator.
    • Slaughtering Strikes damage bonus reduced to 8% per strike (was 10%).
    • Frenzied Flurry – Reduced to 25% (was 50%) chance to trigger Enrage per rank and auto attack damage bonus reduced to 5% per rank (was 10%).
    • Annihilator – Correctly no longer works with the chain effect of Whirlwind.
    • Raging Armaments – Now correctly costs a talent point.
    • Skull Banner – Now correctly costs a talent point.
    • Vicious Contempt – Now 2 ranks at 20% per rank.
    • Storm of Swords – Whirlwind and Slam have a 6.0 seconds cooldown but deal 100% increased damage and Slam generates 5 Rage.
    • Annihilator – Damage reduced by 15%.
    • Unbridled Ferocity – Now correctly cost a talent point.
    • Deft Experience – Partial implementation and not labeled on the tooltip is that each node is intended to also reduce the cooldown of Bloodthirst by 0.5 seconds.
  • Protection
    • Shield Charge – The intention for this ability is that it would be used to charge into packs in dungeons or raids as an opener. Shield Charge isn’t competitive enough currently and we’ll be looking into this. We are toying with the idea of no minimum range so that it can be used at any time and would function more as a shield smash when you’re within a certain distance.
There are some technical complications with Devastator and Devastate that stopped us from merging them as a node for this week, we are likely to either make them a choice node or have Devastate be baseline.

We’re working on subsequent nodes for Ravager and hope to have updates here soon.
  • Battle Scared Veteran - We want this to remain powerful so in terms of changes we’re hopefully going to be able to balance this ability around the lockout period. Protection Warriors are performing well in the game currently but more so than some other tanks there’s a low margin for error. Battle Scared Veteran is intended to be a fall back in case you make a mistake.
  • Protection Updates
    • Moved the position of a few nodes around to create some different options and added some new pathways.
    • Improved Heroic Throw – Now also increases the damage of Heroic Throw and Titanic throw by 100%.
    • Bloodborne – Now 2 ranks and each rank increases the damage of Deep Wounds, Rend and Thunderous Roar’s Bleed effects by 15%.
    • Spiked Shield – Damage increased by 10%.
    • Rend – Added to the Protection tree.
[Источник]

Gorthlaur

  • Завсегдатай
  • **
  • Сообщений: 279

  • Варкрафт: +
    • Имя: Gorthlaur
    • Класс: Warrior
    • Сервер: Soulfryer
пока сурву лук не вернут вообще не интересно что они пытаются там с ним наковырять, все равно это инвалид получается.

M@X 2

  • Завсегдатай
  • **
  • Сообщений: 240

  • Варкрафт: +
    • Имя: Аелин
    • Класс: Друид
    • Сервер: ЧШ
окей первый фикс, и рдру обошли стороной
сидим дальше в инвизе, и не палимся!

balduar

  • Завсегдатай
  • **
  • Сообщений: 509

  • Варкрафт: +
    • Имя: балдуар
    • Класс: druid
    • Сервер: термоштепсель
окей первый фикс, и рдру обошли стороной
сидим дальше в инвизе, и не палимся!

Какой еще рдру, когда проблемы у всего друля в целом и ноют уже месяца два как?  По факту разраб сидел на попке ровно, а недавно, говорят, вообще уволился, вот и новостей нет.

Idex

  • Старожил
  • ***
  • Сообщений: 1714

  • Варкрафт: +
    • Имя: Айдекс
    • Класс: маг
    • Сервер: Гром
Они шп еще до выхода всех этих классов обещали реворкнуть таланты. Настолько сложный спек, или просто шп занимаются, так сказать, "на сдачу"?

Demantoid

  • Старожил
  • ***
  • Сообщений: 1980

  • Варкрафт: +
    • Имя: Демантоид
    • Класс: паладин
    • Сервер: Гордунни
пока сурву лук не вернут вообще не интересно что они пытаются там с ним наковырять, все равно это инвалид получается.
Зачем супву лук?  Зачем ханта два принципиально не отличающийся друг от друга спека?  Сейчас сурв хоть и не особо популярен,  но зато интересен и самобвтен.  Над его механикой не плохо поработали и иной раз мне лично доставляет не мало удовольствия побегать в сурве.

Astronimo

  • Завсегдатай
  • **
  • Сообщений: 277

  • Варкрафт: +
    • Имя: Александр
Они шп еще до выхода всех этих классов обещали реворкнуть таланты. Настолько сложный спек, или просто шп занимаются, так сказать, "на сдачу"?
Нет спеца на приста и друида. И мага.

Рога, Хант, вар и шаман - вот у них разрабы в дискорде/форуме сидят и ловят фидбек постоянно. Так что, ждите.

Gorthlaur

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пока сурву лук не вернут вообще не интересно что они пытаются там с ним наковырять, все равно это инвалид получается.
Зачем супву лук?  Зачем ханта два принципиально не отличающийся друг от друга спека?  Сейчас сурв хоть и не особо популярен,  но зато интересен и самобвтен.  Над его механикой не плохо поработали и иной раз мне лично доставляет не мало удовольствия побегать в сурве.
раньше сурв был мастер контроля, с тонной ловушек и возможностью кайта.
Сейчас он как даун бегает под духом орла пытаясь закидать птичками цель тк если он подойдет чтобы ударить то огребет и сдохнет.
Вот ему добавили каких то скиллов на лук в таланты в ДФ, а что толку если у него основной удар с копья идет и концентрация регенится от мили атак?

Даск27

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пока сурву лук не вернут вообще не интересно что они пытаются там с ним наковырять, все равно это инвалид получается.
Зачем супву лук?  Зачем ханта два принципиально не отличающийся друг от друга спека?  Сейчас сурв хоть и не особо популярен,  но зато интересен и самобвтен.  Над его механикой не плохо поработали и иной раз мне лично доставляет не мало удовольствия побегать в сурве.
раньше сурв был мастер контроля, с тонной ловушек и возможностью кайта.
Сейчас он как даун бегает под духом орла пытаясь закидать птичками цель тк если он подойдет чтобы ударить то огребет и сдохнет.
Вот ему добавили каких то скиллов на лук в таланты в ДФ, а что толку если у него основной удар с копья идет и концентрация регенится от мили атак?
Каким образом сурв регенит от мили атак фокус? Команда взять как бы не милишная , а фланговая не главный реген . Да и сурв ща палкой не особо махать будет, можно будет через бомбы и килшоты играть , ну в аое можно палкой махать для отката бомб . Сурв сейчас не плох .

Gorthlaur

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ну вот сами таким сурвом и играйте.

PhantomButthurt

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Сейчас сурв хоть и не особо популярен,  но зато интересен и самобвтен.
Сейчас он как раз таки очень популярен, ибо метадрочеры как пересели на него в 3 сезоне, так и не слезли.

 

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