Skill Glyph System in the next expansion

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Comments

  • mymbarb
    mymbarb Posts: 60 Arc User
    dblazen1 wrote: »
    tiger-16.gif
    What sin was crying?​​

    I saw quite a few sins crying about not having paralyze and that their class is too weak and such...
  • beast21g
    beast21g Posts: 631 Arc User
    mymbarb wrote: »
    dblazen1 wrote: »
    tiger-16.gif
    What sin was crying?​​

    I saw quite a few sins crying about not having paralyze and that their class is too weak and such...

    tell them to know better the skills
  • mymbarb
    mymbarb Posts: 60 Arc User
    Done with sin skills and well, they get what they wanted but didn't need.

    More damage, more CC (including paralyzes), a bazillion more stealths if you want to use them, but eh was kinda expected from china...
  • jsxshadow
    jsxshadow Posts: 1,414 Arc User
    This steady focus on sins really makes me wanna quit? wtf is wrong with the cn devs? Even they must've noticed by now that sins get a little overboard. Cursed Jail is just plain down stupid. No, It's ****.

    Use Elimination > mostly triggers genie > port > cursed > random skills and its over. Absolute and utter BS. If there have been 3 things sins didnt need then its more stealth, more damage and especially paralyze.

    So far all upgrade from any class seem decent and somewhat balanced..even dusks and here goes the sin class again. smh. smh double time. smh til it falls off.
  • dblazen1
    dblazen1 Posts: 1,177 Arc User
    jsxshadow wrote: »
    This steady focus on sins really makes me wanna quit? wtf is wrong with the cn devs? Even they must've noticed by now that sins get a little overboard. Cursed Jail is just plain down stupid. No, It's ****.

    Use Elimination > mostly triggers genie > port > cursed > random skills and its over. Absolute and utter BS. If there have been 3 things sins didnt need then its more stealth, more damage and especially paralyze.

    So far all upgrade from any class seem decent and somewhat balanced..even dusks and here goes the sin class again. smh. smh double time. smh til it falls off.

    Aaaah, here's my cue:
    As long as there is no riot on the Chinese forums about this, and Chinese players do not have these problems, we will not see any resolution.
    China develops this game, so their main focus is their own playerbase. We just get what they make, they do not have our problems because they lack our powercreep.

    You can blame cashshop, powercreep and greed for this problem on our version.
    China don't give a damn though.​​
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  • jsxshadow
    jsxshadow Posts: 1,414 Arc User
    @dblazen1 But I know that chinas version is currently on the same level as ours with only minor differences (with all the cards, chart and so on the dif between r9.4 and r9.3 is neglicable). They also have max geared players on their server...question is..are those all archer? dont they have endgame sins? Endgame here or there...a sin with max gear, NP set and full devil stones just destroys everything with the new skillsets rofl...

    InB4 someone tells me in CN 80% of the playerbase and 100% of the endgame players are archer and thus ar her got ignored so hard over the years while the niche class sin was overlooked and deemed weak. SMH still.
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  • asterelle
    asterelle Posts: 861 Arc User
    @moscador I might have missed a few of the BM skills in that pastebin, can you or someone else check for missing BM skills against this:
    Blademaster http://pastebin.com/raw/ZU3a6swH

    Every class should have 10 skills I think and every skill should have 6 versions in the file (base + 1 for each rune). Please let me know if any others are missing.
    ​​
  • dblazen1
    dblazen1 Posts: 1,177 Arc User
    edited November 2016
    jsxshadow wrote: »
    @dblazen1 But I know that chinas version is currently on the same level as ours with only minor differences (with all the cards, chart and so on the dif between r9.4 and r9.3 is neglicable). They also have max geared players on their server...question is..are those all archer? dont they have endgame sins? Endgame here or there...a sin with max gear, NP set and full devil stones just destroys everything with the new skillsets rofl...

    InB4 someone tells me in CN 80% of the playerbase and 100% of the endgame players are archer and thus ar her got ignored so hard over the years while the niche class sin was overlooked and deemed weak. SMH still.
    Chinese servers have nowhere near our powercreep. Having a rank 8 recast there is a rare thing, let alone having rank 9 at all.
    Unless you mean their p2p version. That's still a thing there right? A p2p and f2p version? Where the f2p version = our version. I think...

    So until people over there start complaining about it, we won't see anything get better for this.

    Unless that changed anytime in the not so distant past, but that's unlikely.
    @asterelle you know anything about the current situation there?​​
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  • lyxx#8562
    lyxx#8562 Posts: 1 Arc User
    Cam someone make the translation for the seeker's new skills plz ? :)
  • mymbarb
    mymbarb Posts: 60 Arc User
    lyxx#8562 wrote: »
    Cam someone make the translation for the seeker's new skills plz ? :)

    I just took a quick look at the seeker skills and it's mainly the same for almost all of them.

    Either more damage, better stance proc effects, more chi gain, lose the additional effect+100% hit chance+something or lose effect+100% hit+more damage.

    I might do it later when I get home and feel like translating a 4th class lol.
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  • booker27
    booker27 Posts: 167 Arc User
    Sins got paralyze? GG
  • eirghan
    eirghan Posts: 1,912 Arc User
    I will do seeker later today. Sorry been tied up irl :)
  • meel37175978
    meel37175978 Posts: 22 Arc User
    edited November 2016
    asterelle wrote: »

    Stunning Arrow:
    4s stun + 10s of 10% crit rate bonus

    Rune 1: Adds [20% 30% 40% 50%] additional weapon damage
    Rune 2: The farther the distance the greater the damage:
    At max distance adds [50% 75% 100% 125%] weapon damage
    Rune 3: Channeling time reduced from 1s to [0.8 0.7 0.6 0.5]s
    Rune 4: Stun duration increased from 4s to [4.5 5.0 5.5 6.0] s
    Rune 5: Skill becomes chargeable
    Charge up to 1.5s to increase stun duration from 4s to [5.0 5.8 6.6 7.4]s

    Is this for demon version only? Or is it going to be this way for both sage and demon? Because in sage version the stun already last 5 secs and no crit rate bonus.
  • asterelle
    asterelle Posts: 861 Arc User
    asterelle wrote: »

    Stunning Arrow:
    4s stun + 10s of 10% crit rate bonus

    Rune 1: Adds [20% 30% 40% 50%] additional weapon damage
    Rune 2: The farther the distance the greater the damage:
    At max distance adds [50% 75% 100% 125%] weapon damage
    Rune 3: Channeling time reduced from 1s to [0.8 0.7 0.6 0.5]s
    Rune 4: Stun duration increased from 4s to [4.5 5.0 5.5 6.0] s
    Rune 5: Skill becomes chargeable
    Charge up to 1.5s to increase stun duration from 4s to [5.0 5.8 6.6 7.4]s

    Is this for demon version only? Or is it going to be this way for both sage and demon? Because in sage version the stun already last 6 secs.


    Sage and Demon skills are being combined. Also I thought the sage version was 5 seconds? In either case I think the clear winner here is Rune 5 which will let you get off an instant 4s stun or a 7.4s stun after 1.5s of channel.
    ​​
  • croseler
    croseler Posts: 18 Arc User
    edited November 2016
    @Astrelle if we get 10 skills , all of the 10 will be changed or only the 6 we put in the runes placement? And I assume if I want to have 2 effects from the same rune on 2 different skills I can't do that right :neutral:
    BatYeena - Dawnglory 105/105/104 Archer
  • meel37175978
    meel37175978 Posts: 22 Arc User
    asterelle wrote: »

    Sage and Demon skills are being combined. Also I thought the sage version was 5 seconds? In either case I think the clear winner here is Rune 5 which will let you get off an instant 4s stun or a 7.4s stun after 1.5s of channel.[/color]​​

    Yes 5 secs, i edited it after i posted :p
    Also chargeable will be like take aim style? If so, for metal skills would that be better than the increase of wep dmg? (rune 1)
  • moscador
    moscador Posts: 9 Arc User
    edited November 2016
    asterelle wrote: »
    @moscador I might have missed a few of the BM skills in that pastebin, can you or someone else check for missing BM skills against this:
    Blademaster http://pastebin.com/raw/ZU3a6swH

    Every class should have 10 skills I think and every skill should have 6 versions in the file (base + 1 for each rune). Please let me know if any others are missing.
    ​​

    Asterelle, well it was 10 Skills but on "Ocean's Edge" Skill, i could only find 5 Version (Base + 4 of Runes), i tried to check again but no luck for me.

    LOL, each time they make a skill update, i feel like rerolling my class and making a sin as my main, GG.

    i suppose China devs are making changes focusing on mass pk because sin just become god-like on 1v1, but i gotta say i loved the BM ones, those Chi runes and GS/HF combo, even sword's myriad Stance that's a forsaken pk skill might become more relevant now with the rune that makes the next HF within 6 seconds cost no chi, except for drake's breath bash, i liked all of the changes.

    i'm already feeling bad about SB...

  • croseler
    croseler Posts: 18 Arc User
    What are your thoughts about it Astrelle?
    From what I saw that's how I'll pick the upgrades

    1. Wings of grace 50% reduced damage taken
    2. Lightning strike farther - stronger
    3.Thunderous Blast 1 sec chan +100% wep damage
    4. Quick shot aps chance increased to100%
    5. Stunning arrow - charge for 7.4 seconds stun
    6. Thunder shock
    BatYeena - Dawnglory 105/105/104 Archer
  • asterelle
    asterelle Posts: 861 Arc User
    edited November 2016
    @moscador In that pastebin and in the updated one on the first post Ocean's Edge now has 6 entries:
    nN6aOLw.png

    croseler wrote: »
    What are your thoughts about it Astrelle?

    Probably a bunch of charging skills. I don't have much faith in dph archer skills so spamming instant channel seems good.
    ​​
  • weapon762
    weapon762 Posts: 187 Arc User
    All us seekers wold appcriate it , we tend to lose valuable effects on updates rather than only gaining finally like the last update with sac slash .

    Pwi must hate seeker or somthing.
    Vae Victis.
  • croseler
    croseler Posts: 18 Arc User
    Hm? But can you choose all charging effects?
    In the picture you've posted it seems like you can't choose the same rune for more than 1 skill
    And all charging effects are on rune number 5
    BatYeena - Dawnglory 105/105/104 Archer
  • moscador
    moscador Posts: 9 Arc User
    @Asterelle i see it now, i thought it was the same as before, my bad. Already Edited the BM ones with the missing rune, which oddly enough was the first one on the list, I don't really know if was supposed to be like this but like 5/10 BM skills have 2 of the exactly same rune, the only difference is the % of weapon damage, my guess is bleed damage but i can be wrong, but imo everyone is going for chi anyways.
  • freygin
    freygin Posts: 737 Arc User
    So we can only pick ONE rune per skill ?
  • magiceffect
    magiceffect Posts: 162 Arc User
    edited November 2016
    This is the story of my PWI life. Starting from day frigging ONE I kept asking myself why the hell I did not go for sin. Day frigging ONE.

    Then I told myself psy shines at the very end game and hell I'ma wait for it. Wait for it...wait for it...wait for it...
    What the figgidy fudge !

    I am just gonna take my g16 sin to learn all passives and new skills and enjoy the game as I should have... from day ONE!

    FUUDGE!
    Dawnglory - SpellStormer (105 x 3): http://mypers.pw/10/#435948
  • chary
    chary Posts: 850 Arc User
    okay, back to mage translation. Might do sb after if I feel like it/no one else does it first.​​
  • bboycraze
    bboycraze Posts: 38 Arc User
    edited November 2016
    Stormbringer

    Sonic Boom

    Rune 1: Additional [40% + 1360, 60% + 2040, 80% + 2720, 100% + 3400] weapon damage + fixed
    Rune 2: Additional [80% + 1360, 120% + 2040, 160% + 2720, 200% + 3400] weapon damage + fixed to mobs
    Rune 3: 1T 2I charges =>Additional [80% + 1360, 120% + 2040, 160% + 2720, 200% + 3400] weapon damage + fixed
    Rune 4: 2T 1I charges =>Additional [60% + 1360, 90% + 2040, 120% + 2720, 150% + 3400] weapon damage + fixed
    Rune 5: When transformed, increase damage by [45%, 50%, 55%, 60%]


    Cloudburst - min 40% debuff, max 45%

    Rune 1: Additional [40%, 60%, 80%, 100%] weapon damage
    Rune 2: Additional [80%, 120%, 160%, 200%] weapon damage to mobs
    Rune 3: Max debuff increased to [54%, 61%, 68%, 75%] - this is what should be applied on 3T charges i think
    Rune 4: Irrespective of charges, debuff increased to [45%, 50%, 55%, 60%]
    Rune 5: When transformed, increase damage by [45%, 50%, 55%, 60%]

    Deafening Thunder - Demon's range

    Rune 1: Additional [20%, 30%, 40%, 50%] weapon damage
    Rune 2: Additional [40%, 60%, 80%, 100%] weapon damage to mobs
    Rune 3: 1T 2I charges => Additional [40%, 60%, 80%, 100%] weapon damage
    Rune 4: 2T 1I charges => [50% + 25%, 60% + 30%, 70% + 35%, 80% + 40%] attack speed reduction + chan reduction
    Rune 5: When transformed, increase damage by [5%, 10%, 15%, 20%]

    Thunder Strike - Demon + Sage combined

    Rune 1: Additional [20%, 30%, 40%, 50%] weapon damage
    Rune 2: Additional [40%, 60%, 80%, 100%] weapon damage to mobs
    Rune 3: 1T 2I charges =>Additional [40% + 1360, 60% + 2040, 80% + 2720, 100% + 3400] weapon damage + fixed
    Rune 4: 2T 1I charges => Enemy minimum hp threshold increased to [50%, 60%, 70%, 80%]
    Rune 5: When transformed, increase damage by [5%, 10%, 15%, 20%]

    Downburst - Demon + Sage combined

    Rune 1: Additional [40%, 60%, 80%, 100%] weapon damage
    Rune 2: Chan speed increase [29%, 31%, 33%, 35%]
    Rune 3: 2T 1I charges => Additional [80%, 120%, 160%, 200%] weapon damage
    Rune 4: 1T 2I charges =>Additional [60%, 90%, 120%, 150%] weapon damage
    Rune 5: When transformed, increase damage by [39%, 44.5%, 50%, 55.5%]

    Ice Bullet - Demon + Sage combined

    Rune 1: Additional [20%, 30%, 40%, 50%] weapon damage
    Rune 2: Increase chi gain to [15, 20, 25, 30]
    Rune 3: Disarm target for [0.5, 1, 1.5, 2] seconds
    Rune 4: "Seal" (silence I guess) target for [0.5, 1, 1.5, 2] seconds
    Rune 5: When transformed, increase damage by [39%, 44.5%, 50%, 55.5%]

    Lunar Surge - Demon + Sage combined

    Rune 1: Additional [20%, 30%, 40%, 50%] weapon damage
    Rune 2: Irrespective of charges, knockback [10m, 11m, 12m, 13m]
    Rune 3: 1T 2I charges => Additional [40%, 60%, 80%, 100%] weapon damage
    Rune 4: 2T 1I charges => Increase knockback range [4m, 5m, 6m, 7m]
    Rune 5: When transformed, increase damage by [5%, 10%, 15%, 20%]

    Frigid Thunder - Demon + Sage combined

    Rune 1: Additional [20%, 30%, 40%, 50%] weapon damage
    Rune 2: Increase chi gain to [20, 25, 30, 35]
    Rune 3: 2T 1I charges => Additional [40%, 60%, 80%, 100%] weapon damage
    Rune 4: 2T 1I charges => I think it guarantees the freeze for [3.1, 3.4, 3.7, 4] seconds
    Rune 5: When transformed, increase damage by [5%, 10%, 15%, 20%]

    Moonblade - Demon + Sage combined (wtf)

    Not 100% clear on this pre-rune section, it's either redundant or more than one way to guarantee the effects:
    When transformed:
    ("Ice-Ray Ball")???, maybe 1I 1T => Guarantee amp on 1st strike
    1T 1I => Guaranteed heal on 4th strike
    Thunder > Ice => Guarantee amp on 1st strike
    Ice > Thunder => Guaranteed heal on 4th strike

    would appreciate any help with that one

    Rune 1: Additional [80%, 120%, 160%, 200%] weapon damage

    Runes 2-5 skill description says 100% guarantee for effects on 1st and 4th strike when transformed, which is the current meta for sage and demon so makes sense and maybe base + Rune 1 descs are just a typo and that gibberish above can be ignored.

    Rune 2: No effect when you turned the double chance to trigger increased to [35%, 40%, 45%, 50%]. Not sure with this one. Maybe when not transformed, trigger rates increased from 25 to [35%, 40%, 45%, 50%]
    Rune 3: 3T => 100% change for amp on 1st strike, chance for heal on 4th increased to [35%, 40%, 45%, 50%]
    Rune 4: 3I => 100% chance for heal on 4th strike, change for amp on 1st increased to [35%, 40%, 45%, 50%]
    Rune 5: When transformed, deal additional [120%, 180%, 240%, 300%] weapon damage

    Supercell - 2nd cast => 1 sec chan, 50 chi cost

    Rune 1: 3T => Does not trigger 2nd cast proc, channeling reduced to [2.7, 2.3, 1.9, 1.5] seconds
    Rune 2: 3I => Does not trigger 2nd cast proc, also does a [1, 2, 3, 4] second paralyse
    Rune 3: 2T 1I => In addition to skill damage increase, another 6 second skill damage increase? ("injury to person or strange skills") of [40%, 60%, 80%, 100%]
    Rune 4: 1T, 2I => 3 second invincibility, heal increased to [55%, 60%, 75%, 100%] of max hp
    Rune 5: When transformed, chance for 2nd cast proc increased to [40%, 60%, 80%, 100%]

    Edit: @jsxshadow pointed out for most of the Rune 5, the effect was a skill damage increase rather than additional % weapon damage. Looks like not the case for Moonblade though.

    Edit: updated with @asterelle changes from CN
    Post edited by bboycraze on
  • bboycraze
    bboycraze Posts: 38 Arc User
    I don't expect it's too likely to only be able to use each rune once since there are 5 runes and an expected 6 skills to which to apply them.