Posts by Byte

    Please make sure you don't have any obsolete addon that produces UI errors in bug frame. (/bug)


    Also you could check if problem persists when you disable cast warning indicators in game settings. (settings->controls->cast warnings), it is less likely, as these are optimizated with recent client patch.


    Greetings

    Yes its intended. NPCs will lose this effect if they die, or they leave combat. Making this work differently just for lv20-24 characters specifically for Itnal Camp NPCs is a niche scenario.


    Greetings

    You can use The Devourer (1491130) to use* all of your own Deadly Magic stacks on a target. This debuff has unlimited amount of duration and is intended behaviour.


    Reason is to allow class to keep its burst ability sustainable on bosses that has phase delays, so boss will keep stacks on itself even if you get a time interval that you can't deal damage to the boss.


    Greetings

    This is visual tooltip problem, will be fixed with next patch. However cast time of Puzzlement will be always visible to indicate skill will gain cast time damage multiplier eventhough its instantly casted.


    Greetings

    You dont need to be really close to the spot as long as you look towards them.


    Regardless, if you find such not-usable spots, feel free to share their coordinates as well so their location can be corrected later.


    Greetings

    so the game allows you to use this kind of method

    Game also allows you to create addons and combat engines, we have full control over these but instead of blocking it our direction is towards promoting manual play. Any change that will help making manual play less-hindersome is welcome in this case.


    Again, all these stuff can be simplified gradually so both combat engines and manual gameplay will be viable eventually. This won't be an instant change, but a progress that will be done over months so there may be some easy classes that are purely designed by considering it will be played with no combat engine.


    Greetings

    we have legal automatization in game

    First of all, we do not allow any kind of automation (doing stuff infinitely when you are AFK) in game regardless of how it is done. I believe you didn't mean to use this word here. (PetAutoCraft is probably the only exception.)


    There is already a huge gap between manual players and combat engine users, yet we aren't disallowing anything about combat engines. Recent change about removing global cooldown trigger from self buffs was already a step to promote manual game play, but eventually it just increased benefits of scripts even further.


    By using macros or other tools you accept the loss of this benefit.


    Ofc, the easiest way is to place spell in kitty/lua

    It is still easiest way, just with penalty.

    but there is a case: some players swap titles/rolls to reach thier maximum damage

    We also do not support swapping titles and weapons during run, so this is irrelevant. We already had changes to prevent this in past such as adding cooldown time penalty for swapping these titles.

    To be honest, why those type of spells cant be passive, since you need to press everytime on cd?

    We already aim to change such short cooldown buffs gradually to be passive, except the ones that require you to use excessive cooldown speed values on weapons & titles to achieve perma buff situation.


    2. Class design: Some classes have trackable buffs and its used in the middle of rotation. We all know this game is perfect and playing without any addons that automate your rotation is a challenge.

    We consider combat engines as peak barrier between end game and a new player even if they have equipment, thus idea is to make changes to give them more chance about it.


    If you think this affects a class particularly, you can share it and there might be changes about this particular class/skill to make it equal for both manual gameplay and combat engines. (such as making it passive if its already permanent/short duration buff)


    Greetings

    They will be adjusted with next patch.


    Greetings

    I've came across the removal of the cost reduction and it seems that this causes a lot of trouble for the rogue/knight.

    I'm not sure, if this class combination is not of interest, but I really like the style and I'm afraid, that it doesn't have endgame potential.

    But now already, I can see that my usual rotation doesn't work anymore because I lack energy.
    Searing Light cannot be used with energized hands together, so I don't have an option like the rogue/mage using that complementary to Chaos Dagger.

    Punishment still doesn't recover mana

    There will be adjustments with next maintenance, there is no estimated time of arrival yet.


    Greetings

    This portable stone will work together with ranged weapons or only for melee weapons? For example, i have 1 portable stone 16 tier, if i use him for melee weapon i got 16 tier melee weapon with 16 tier ranged weapon too?

    One more question, how work simple stats with this stone?

    You can use it on any weapon slot. You can use portable tier stone extracted from any weapon on any other weapon as well, there is no restriction about it. However, you cant use single tier stone on 2 weapons simultaneously.


    If you have dirty portable stone, when its equipped it will disable every stat on the weapon except the ones that you can normally have on a dirty tiered weapon. (green/yellow/purple dirty stats)


    Clean portable tiers will not interfere with existing stats on item at all.


    Greetings

    We are working on a system for allowing players to have broader access for class selection, thus designed a system where you can extract tier stones on your weapons.


    Note that this system will be available only on The Shattered Grove content and its weapons, won't be compatible with other contents.

    Core Idea

    If you have a Tier 10 or higher weapon, you will be able to extract its tiers by using:
    1) a Tier Stone of the same type and level. ( i.e.: Dirty statted weapon + Dirty Tier stone )
    2) another weapon of 1 lower tier level (i.e.: Dirty statted T15 weapon + Dirty Statted T14 weapon )

    Result of extraction

    Main weapon loses its tier, placed tier stone will be consumed, alternatively if a second weapon is used, it will lose its tier as well.

    You receive portable Tier X, where X equals the weapon's lost tier. This portable tier will be wearable to any portable tier slot attached to each weapon slot, similar to current corruption extraction slots.


    Extraction:

    Wearing the stone:

    Content Restriction

    Portable tier you extracted will be bound to the content you extracted it from. Thus you can't use portable tiers of Shattered Grove on any older or future weapons we add.

    Upgrading Portable Tiers

    By previously mentioned extraction equation, 1 Portable Tier is equal to 4 regular tier stones of same level. Normally, when you use tier stones on a weapon, they won't be able to be upgraded anymore. However, with portable tiers, you can merge 3 of them to get 1 higher level of portable tier stone. Merge operation will require more charges for higher tiers.

    Additional Requirement to use the System

    Portable tiers normally won't be usable as long as you don't have Portable Tier Proficiency effect on you. This effect can be obtained either from:
    - Item Shop (1/7/14/30 days)

    - Fishing

    - Worldboss treasures

    - Some other future content

    We want your feedback

    We would like to hear your opinion, concerns and additional comments about this system.


    Questions & Answers

    Q: What if I created several weapons already?

    A: You can still extract them as portable tiers. Then:
    - sell to other players

    - merge them to get higher tier


    Q: Can I split my tiers to downgrade it with this system?
    A: No, you can only upgrade.


    Q: What if I have several weapons of different tiers?

    A: You can merge two weapons to get a portable tier as long as their tier difference is exactly 1. Like T15 + T14 weapon can be merged to get a portable T15.

    Beim Schurken/Barden und beim Schurken/Kundschafter gibt es ein Problem meiner Meinung nach.


    Beide Klassen haben Skills die Kanalisierungszeit haben. Wenn die Skills auslösen und Kanalisierung läuft, kann man in der Zeit den Katana Skill (ID: 1491731) nicht nutzen. Dies ist ziemlich nervig, da es nur diese beiden Klassen betrifft.


    Wenn man Musik spielt, kann der Katana Skill genutzt werden aber bei Angriff Skills nicht.

    This is not a bug and not planned to be changed.


    Greetings

    Katana has its own offhand damage, but if your skills doesn't deal offhand damage, it won't have any effect. This addition is for classes that has offhand damage factor on skills. (i.e.: Rogue/Mage)


    Greetings

    There was no such feature for Rogues before the patch. Nothing is changed on this regard, every weapon is capped at 0.5, dagger on Rogue is capped at 0.4 (Nimble Hands passive)


    Only class who can reach 0.3 with Katana (0.24 with Dagger) was Rogue/Bard, but not anymore after this change.


    Greetings

    Schreibt bitte das nächste mal in die Patchnotizen, dass das Angriffgeschwindigkeits Cap beim Katana jetzt bei 0.50 ist und nicht mehr wie vorher bei 0.30.

    Changed Thunderous Rage to exceed attack speed limit only for daggers, increased cooldown to 90s from 60.


    This change is already mentioned in patch notes.


    Greetings

    Limit of every dynamic attribute on Red item is being increased when its transformed to Golden, you need to use shuffle again to get their new maximum.


    However, previous explanation was about why both red and yellow items has same % attribute bonus limit, as they are rounded.


    Greetings

    This is because attribute you are targetting is rounded to closest integer value. In this case values assigned to these items are 6.6/7.62/7.99 (auto-generated based on previous values) which translates to 7/8/8 which is not planned to be changed at the moment.


    However, even if its being corrected, that would mean every item gets their existing values reduced, to mentioned numbers.


    Greetings

    It is implemented already.


    Chance of including a wanted stat with Itemshop Exclusion stones are 10%, if a stat is included, chance for second stat will be 15% (theoretically). Scales up to 40/60% with Karma.

    Theoretically because if your wanted stat pool has stats that are conflicting with existing stats, they will be rerolled which causes inclusion to be wasted. -- i.e.: your weapon has a Damage stat and you exclude it while rolling, if your wanted stats are Damage, everytime it tries to include them, it will be rerolled. Thatswhy aiming a single stat is not easier with 6 stat selection. To make this less frustrating, system is released with giving more chance to first two selected stats (mentioned on Wiki), where they are supposed to appear more than 3-6th stats (double chance).


    The illusion is that, thinking selection of a conflicting stat will make them be rerolled again with inclusion, but in reality inclusion will try to add them, but rest of the script will just replace it with a random stat from general pool to avoid conflict.

    and what's the intention of hiding this infos until now instead of communicate new systems (which cost money) clearly?

    There was no intention of hiding anything, sorry for your frustration.


    However we do not prefer to expose every detail of our systems, like any other MMORPG, yet trying to explain them without technical details as much as a casual player could understand, thus patch notes are superficial.


    Wiki has/will have more detailed information. If you think something is missing, that could be added.


    Greetings