gkrit

gkrit

Joined Member # 3458265
4 Posts 30 Replies 867 Reputation

stun for 4 secs? no one in game atm has a stun that stuns for that long. longest i thin kis tb's frost nova which is 3 secs (correct me if im wrong). erebus' stun takes about same amount of time to cast as this one yet its max stun time is 2.5 secs.

4 Replies 1,963 Views

yeh .... well my thought was "if a person is wielding a weapon and is disarmed from it he is still able to throw in fist punches". thats y i thought of it doing a significantly less amount of dmg for the period of time. if you were to change it to wat ive suggested (which im not saying u have to), add in the equation " -15% attack speed (can stack with other attack speed debuffs)" but id like to play a character like this.

6 Replies 5,251 Views

theres a bug with fould grasp that ive noticed with some interrupts. u interrupt foul grasp, but the stunned char is still stunned for the 2 secs. u only stop the healing effect of the skill.

16 Replies 10,025 Views

hey ... i dont mind this character. seems to be balanced enough unless ive overlooked something. i can see a chase down + swift blows combo :P disarm - id change it to 3/4/5 secs, coz i think 2 secs is just way too low even for its first level and for wat it does. OR it could be something like ... for 4/5/6 secs, target does 80% less dmg. but good idea!

6 Replies 5,251 Views

id give the char 6.3 base movement speed. i wouldnt bother with mana. far toss - wats cast time and cooldown time? also those percentages may make his skills very weak. depends though on how much ur base dmg is. does he do a lot of dmg at start level (compared to reg)? seems u would have to spec in dmg buff equips to make his dmg skills somewhat effective for how much mana they use.

8 Replies 26,603 Views

lol ryan . at least i got u posting in forums. alex ...thx rapidexit ... thx alot of ur input. didnt think anyone would go so in depth. yeh i was contemplating on wat order i shoudl have the effects of each strike for thrash (btw thrash dmg caps at 1300, dont forgot this is at level 15). anyway stuff like that r easily changed. and ur right about him having shitty stats at start. i was thinking the exact same thing, but ju

22 Replies 68,312 Views

Arachnid Type: Assassin Base stats (roughly) Movement speed: 6.0 Health: 1350 Mana: 1050 Attack Speed: 1.7 secs Attack dmg: 182 - 196 Visual Appearance: same or slightly bigger in size than Qot. Gigantic armored creature, main features beings its tail, and 2 lethal claws. Background: *coming soon* *** Mana cost: Low = 350, medium = 450, high = 650 (first levels of

22 Replies 68,312 Views

yeh this seems really interesting. but skills would need a lot of thought for balance reasons. i reckon he should have a passive skill that makes him a medium in which light towers use this demigod as a medium to reach further distances (max distance would be doubles its original range), similar to rooks shoulder light tower, BUT it effect goes like this ... If in allied light towers' range, its attack is always channeled through you. 'passive skill' I - you now act as a rod/medium for li

4 Replies 20,048 Views

if that bug idea doesnt fit wat u want ... maybe it can go as a minion? Although it would be mad if it fits with ur demigod criteria. dont feel obliged though to use it (which u prob dont feel anyway lol). but they r there as ideas.

68 Replies 131,544 Views

after thinking about it some more i think this is a much needed change to the skill with only a few minor changes. hopefully this is seen and taken into consideration when it comes to changes in balancing.

6 Replies 2,212 Views

my current build with qot atm is just shield, ground spikes and spike wave. everything else i find rather useless or just time/mana wasting.

5 Replies 1,685 Views

ive actually got a couple of drawn up concepts id like to see in the game pistoleer, its a form changing one and goes more in the alien/organic category. if u rlly wanna see em , ill scan em up and send it to your email.

68 Replies 131,544 Views