- Joined
- Mar 21, 2011
- Messages
- 1,611
hmmm nice, i wait for upload 
anyone can steal your code on replays even with the current save/load code system.
though look it works with your nick, so if someone uses your name on garena (and u play on bnet) he can use your code.
Just wanted to comment on that one: I was never a fan of fullscreen systems at the first place. They are slow as hell, interupt gameplay and usually aren't used to their full potential anyway.i know they don't have stuff in common but tkok is like a "warcraft 3 wow" but since it's warcraft 3 i don't know why they add stuff like the inventory and hard to understand systems though i know how to use them. those systems only work on a game with bigger Hero Ui example: mmorpgs : wow,oblivion...etc
and Tkoks Customized Ui gets annoying after some minutes or (if you're a hardcore fan of it) 1 hour.
but instead of that Gaias uses the resources perfectly it gives an image and mystic that makes you think you're on those old mmorpgs like knight online, or wow.
also the ability system is way better than the boring one in tkok.
Yeah and then someone hacks the map, figures out how it works and shares it in the forums.zwiel you should add a Secret Dungeon , what i mean with that is that a dungeon that you don't even announce you released , so that you somehow spread a rumour if you added it that it exists and that it got like a God dungeon.
And another beta test today at 3:30PM GMT+1, european Battlenet, chan: Clan TuX.
Bishop:
Plane Shift
The Bishop turns partially invisible for the next 4 seconds, removing all threat generated. The bishop can not move, cast or attack during that duration. CD: 90 seconds.
Freedom
Target can not be stunned for 15 seconds. CD: 30 seconds.
Divine Feedback (passive)
Heal and Mend spells that heal the target over its maximum amount of HP will replenish a small amount of mana to the caster.
Monk:
Divine Fist (passive)
Successful melee-hits dealt by the monk increases elemental damage dealt by the monk to this target by 5%. Stacks up to 10 times. Duration: 2 seconds, but every hit resets the 2 second timer. If it reaches 10 stacks, the target will be hit by a burst of a random element, stunning it for 2 seconds and dealing massive damage. With "Steel Body" active, will also deal a huge amount of threat.
Stone Skin
All damage taken by the monk will be halfed for 5 seconds. CD: 60 seconds
Body and Mind (passive)
Successful melee attacks have a 7% chance to procc "Mind Focus", which has a duration of 5 seconds and renders the next spell cast instant.
Berserker:
Berserker Rage
When activated, increases attackpower by 1% and attackspeed by 0.5%, but also increases the damage taken by 1,5% with every successful melee hit. Stacks up to 20 times. Resets when out of combat. CD: 50 seconds.
Lightning Blade
The Berserker slashes through all targets in a straight line up to a range of 400 and then jumps back to the initial position. Deals melee damage * 0,8 damage. CD: 40 seconds.
Blades of Death (passive)
Negates attack speed malus of two handed weapons. Increases critical chance by 5% for two handed weapons.
Crusader:
Crusade (passive)
The Crusader deals 30% of his Spellpower as holy damage with every successful melee hit. The Crusader also gains 1 additional point of attack power for each intelligence point.
Celestial Thorns
All ordinary melee damage dealt to the Crusader is reflected back at the target as DamageTaken*Spellpower*0,01 holy damage. Damage caused by this reflection effect can not be reflected again and generates twice the amount of threat. Stacks with Fire Shield.
Guardian Angel
All threat generated by the target through damage will be redirected to the crusader instead. Duration: 10 seconds. CD: 120 seconds
Hunter:
Beast Fury
Your servant deals damage equal to 0,2*armor(enemy)*attackpower(owner) and stuns the target for 1 second. CD: 40 seconds
Beastial Rage (passive)
Your servant gains additional 25% resistance against all elements, Your servant gains 1 additional attack power per level and gains 15% attack speed, such as 150 additional HP.
Magic Arrow
Deals damage and drains some mana.
Druid:
Nymph's Call
Summons a spirit to your aid that lasts for 30 seconds. The spirit will heal wounded allies around it with small direct heals. Only one spirit can be active at the same time. CD: 35 seconds
Efreet's Call
Summons a spirit to your aid that lasts for 30 seconds. The spirit will throw fireballs at the selected minion target. Those fireballs will not cause threat for the druid. Only one spirit can be active at the same time. CD: 35 seconds
Refreshing Touch
The target regenerates 5% of mana per second for 10 seconds. CD: 100 seconds.
Assassin
Into The Shades
Allows the assassin to enter stealth mode during combat, removing all threat and allowing sneak attacks. CD: 35 seconds
Coup de Grâce
Deals melee damage * 1,5 to the target. If the target is casting or stunned, deals melee damage * 3 damage. CD: 25 seconds.
Shady Grace (passive)
Removes walking speed penalty in stealth mode. Increases melee damage dealt when attacking a target from behind by 10%.
Bard:
Song of Elements
Increases all elemental damage dealt by 15%, including weapon proccs and all other sources of elemental damage. Only one song can be active per target.
Song of Youth
Increases healing received by 25%. Only one song can be active per target.
Song of Peace
Decreases all threat generated of the target by damage by 15%. Only one song can be active per target.
Sorcerer:
Spell Mirror
The next source of elemental damage to the caster is negated and thrown back onto the damage source. Reflected damage can not be reflected again. CD: 45 seconds
Lightning Charge
Deals lightning damage to the target.*
(*this spell is spamable and deals around the same damage as fireball, but does not have an AoE component. In combination with the soaked debuff, this spell is superior in DPS)
Water Elemental
Summons a water elemental, which casts water globes randomly on any hostile unit in range. The elemental has its own will and can not be controlled unlike other minions. Lasts 25 seconds. CD: 120 seconds.
Necromancer:
Summon Skeleton Mage
summons a skeletal mage to your assistance that throws shadowbolts at the minion target.
Detonating Bones
Destroys one of your skeletons and deals damage to all enemies within a small radius as well as reducing armor to those targets. Does not stack with other armor reduction skills. Consumes rage. CD: 75 seconds.
Mind Control
Turns an enemy unit permanently into a minion, which follows the commands of the necromancer. The unit will use its spells and abilities as usual. Can not be cast on dungeon units, bosses, minions and units with an immunity to this spell.
That only leaves the regular "wolf" type creep right?Mind Control
Turns an enemy unit permanently into a minion, which follows the commands of the necromancer. The unit will use its spells and abilities as usual. Can not be cast on dungeon units, bosses, minions and units with an immunity to this spell.
All regular creeps, yes. For dungeon creeps, the spell would become overpowered. Remember that this is a permanent minion and allows a lot of nice tools if used on the correct mobs.I just love the update on Crusader<3
but
That only leaves the regular "wolf" type creep right?
All regular creeps, yes. For dungeon creeps, the spell would become overpowered. Remember that this is a permanent minion and allows a lot of nice tools if used on the correct mobs.
You could for example control an ogre mage which spams fireballs and mend or get one of those Gnolls in the farmland area to support with dps. Of course, you can only have one mind controlled unit around at the same time and they don't level up with your hero unlike other minions.
Sorry to hear about that but ... well ... I can't protect people from stupid players. Just don't play with them if they are morons. If I make items invulnerable, people will find other ways to piss you off. Besides ... I was never a fan of ultimate "safety" in all regards. I like the roleplay aspect of being an asshole. Let's say a player -pvps you during a bossfight and kills you will you are distracted. Sure it's frustrating and unfair - and surely I could remove the option to -pvp in dungeons ... but I don't want to. I like that you have the freedom to be a cold traitor if you want to. After all, its a role playing game, not some E-Sports map like Dota.In 1.2 pls don't let dropable spells be destroyable by atks ¬¬ i was playing gaias and dropped a bol for my cleric then a stupid team mate destroyed it. Pls make the spell scroll invulnerable...
Sorry to hear about that but ... well ... I can't protect people from stupid players. Just don't play with them if they are morons. If I make items invulnerable, people will find other ways to piss you off. Besides ... I was never a fan of ultimate "safety" in all regards. I like the roleplay aspect of being an asshole. Let's say a player -pvps you during a bossfight and kills you will you are distracted. Sure it's frustrating and unfair - and surely I could remove the option to -pvp in dungeons ... but I don't want to. I like that you have the freedom to be a cold traitor if you want to. After all, its a role playing game, not some E-Sports map like Dota.![]()
In 1.2 pls don't let dropable spells be destroyable by atks ¬¬ i was playing gaias and dropped a bol for my cleric then a stupid team mate destroyed it. Pls make the spell scroll invulnerable...
Remember that basic classes sometimes have nothing in common with the advanced archetypes. Healing druids for example also don't make much use of the rangers basic abilities. Same goes for bards and monks.Zwiebelchen , do you hate berserker or do you think, that those skills are fine for him ? =/
Most other new dps class passives look way better in numbers compared to Blades of Death.
And Berserker Rage is just 1 skill that you really want to rage on, 20 times i need to hit someone to charge it , will happen only on bosses. ;/
K, lets imagine 10-15 is ok, but when you see the real results after about those 10 hits, what do you see 10% extra damage and 5% attack speed, yet also after this 10 attacks you will be getting 15% extra damage. Its not even a skill that buffs you, more like trades 1 thing for another, while its not even a fair trade. 15% lost survivability over >15%? dps, yes its weaker then extra dps . For solo on mobs its a bad skill for sure, after the fight you will see your hp at the same level with this skill or without, maybe even less hp with it. Also if somebody wants to tell me that berserk isn't supposed to be a tank/offtank at all, then pls change my taunt and 20% increased agro skill to something else, berserks already lost 1 squire skill kinda - shield bash.
I will nerf some +mana values on items with 1.2 such as reduce the number of mana wisdom grants back to 10, as I felt mana was not as much of a troubling issue as it should be when I played D3.And Bishops with their new passive won't need a lot of mana, ofcourse unless you will make it useless like restoring 1 mana per 500 overheal. And I thought, that you want to make Wisdom a bit more important.
And besides; you can't have all new spells anyway without unlearning some of the old ones. So just unlearn the spells you dont need like taunt and heroic presence.
And compared to assassins, berserkers are able to deal a good amount of AoE damage. heck, I even got reports of berserkers being better tanks that crusaders. Knowing that I don't see any problems with the numbers above.
If battle is faster, then 12 seconds, assassins don't have a problem in dealing a good amount of damage in AoE too, I'd say even better, maybe I'm wrong, but their splash dmg skill was 75% and aoe is greater than 70 and zerks is 50% with 70. While also im afraid, that zerks will have lower dps compared to sins or hunters+their pets on bosses.And compared to assassins, berserkers are able to deal a good amount of AoE damage.
@Hawajska:
Sorry, I will not take suggestions for D4. I got a concept in my mind and don't see a reason why Gaias Retaliation should take place in the same universe as WoW.![]()
I can't see any problem with Berserker DPS. It's only natural that the classes evolving from one role into another isn't as good as the others. If you're having problem using a skill that drops your survivabillity, and increases damage, and then complain about that Berserkers can't DPS enough, nor Tank good enough... I mean, if you can't be atleast decent in all trades, aim for 1 trade. As far as I remember Monks doesn't use shields. I mean, shields are good. But they aren't that useful, and you can't really complain on that a Berserker has too many tank skills, then complain about that you can't tank D3.
Shit, are you serious?Being able to change your upgraded class to its counterpart would also be a nice feature, farming a new hero one up to lvl 25 takes some time when you are alone and don't have old saves stored on your computer :/
Shit, are you serious?
About the berserker discussion: I think the 3 new spells add some nice dps to the class. Much more than probably all other damage classes get with their new skills. Maybe I'm gonna change the numbers for berserker rage, but I will stick to that idea as I think it fits the berserker class perfectly both in terms of use and in terms of lore.
Have you guys considered a pet alteration between the druid and hunter class-change? Like the druid controlling a bear and the hunter keeps the wolf or something, maybe changing a bit of their stats aswell, since hunter's pets would be all about dps and druids about tanking I guess, i think this is a good detail to be considered since pets are going to be a bit lame for druids without any new skill on them.