Posts by melodic

    Hey Team!


    I noticed that both secret 13th Zodiac and Draco pets (each adult+legendary) give the same kind of buffs, so im asking if this is intended or if this might be changed so that we can chose two different kinds of buffs from those two different kinds of pets.


    Cheers!:thumbup:

    Hey there!

    Great Contest, great idea behind it!

    Sadly a maximum of 10 screenshots per entry, so I had to narrow it down to the following.

    I'm eager to see many, many more beautiful screenshots. :thumbup:


    Cheers!


    Edit: Uploaded retaken screenshots to comply with changed contest terms. DalanisCentral and VaranasCentral need to be retaken once more after festival is changed...

    Edit2: Uploaded last retaken screenshots after festival change, though VaranasCentral still is not what it originally was.

    Hey there!


    As we got all those skins that quickly in this weekends promo, would it be possible to also add:


    http://www.rom-welten.de/database/view.php?id=202003


    I wasnt able to find this package in the shop yet.

    Thanks a lot!:thumbup:

    Eneler:

    I would repeat myself, but since you seem to take this quite serious, I now know that you are not trolling, so cross out that part.


    As you said that you understood my point, I guess I don't need to explain me any further, although I think you did miss that part about "too much/high heal" - nevertheless I have to correct you in one aspect:

    Heals ARE able to survive bosses in Gorge and at Aldo, thats a simple fact.


    Apart from that the original topic seems to be solved and I would suggest to end any discussion here at this point, because all that juvenile "i-am-the-better-dps"-stuff truly is in the wrong place here.


    Cheers!:thumbup:

    I can't tell if you are trolling or if you are actually that ignorant and arrogant at the same time, but in any way is your comment not worth argueing with...:rolleyes:


    Olia, as you can see, there are lots of different opinions about lots of different stuff on the server and somehow everyone gets to the point they want to reach in their own way. So, once again: play the game the way you prefer and with which you will have the most fun, since thats what its all about in the end. ;)


    Cheers!

    Hey Olia!


    Honestly it does not really matter as heal which one you chose, you can just play with what you prefer yourself.

    Nowadays the effectivity of heals is not defined by their healed amount but more by the timing, since gear and bufffood allow you to deal way higher heals than nescessary and just any heal at the correct time decides on alive or dead.

    In other words, noone dies from too low heals, but from too slow heals. ;)


    This being said, I would always prefer a statted weapon over a tiered one, because those extra stats may give you the small amout of sustainability needed to survive some situations and a living healer always is more reliable than a dead one... :D

    But if you are after those extra high green numbers, feel free to play with a statted weapon, practicly it won't make much difference.


    Cheers!

    By disabling the Provisions Courier in SW's, you also disabled all normal mounts in there, so at the moment you only can use the VIP mount...i guess i dont have to mention in what many ways this is unfair - if you want mounts to be disabled generally, you also should disable the VIP mount; or enable all mounts again, without the Provisions Courier, of course... 8o


    Cheers!


    Fixed.

    Edit: - ty for quick fix!


    I have two more issues:

    The Amulet of Death does not have any icon anymore after last patch, otherwise it still seems to be fine and


    Fixed.


    the buff of "Spirit Potion of the Elves" (or something like that) buffID 1500238 does not work with Clear Thought, as Arcane Potion does, of which "Spirit Potion of the Elves" should be the enhanced version I guess and also shares a cooldown with, so it should also work with Clear Thought, otherwise being useless somehow.


    P.S.: Is adding replys to a thread like this to report general issues more convenient for you or is creating new threads for every topic (as it was done before, I think)?


    Cheers!


    Edit2:

    Furthermore, I observed a bug notification every time a wardens pet uses skills on enemys and its dmg does not appear in the build-in combat log.

    --> call ChatFrame2's OnEvent, line: [string "?"]:78: attempt to index local 'str' (a nil value)

    --> call ChatFrame5's OnEvent, line: [string "?"]:78: attempt to index local 'str' (a nil value)

    Fixed.

    Not fixed, it still get those errors with Chiron.8|

    ChatFrame2 seems to be triggered while recieving buffs from your wardens pet and ChatFrame5 when the Pet deals dmg - no idea if that helps, though.

    Fixed.

    While there is no normal balance in PvP, I’m more than happy with everything))), this evens out the chances, the player with quick reaction has more chances.

    When a player falls from one hit, one does not need to run half the siege war to the goal)).

    And of course, it’s not at all 5 seconds to run to the enemy’s castle, it’s not much faster, and all the same, they can kill 10 times on the way even at such a high speed.

    I am sorry, but I do not understand your point. Are you opposing my suggestions?



    Furthermore, I observed a bug notification every time a wardens pet uses skills on enemys and its dmg does not appear in the build-in combat log.

    --> call ChatFrame2's OnEvent, line: [string "?"]:78: attempt to index local 'str' (a nil value)

    --> call ChatFrame5's OnEvent, line: [string "?"]:78: attempt to index local 'str' (a nil value)

    Fixed.


    Cheers!

    Hey there!


    I came across some issues in the last days, but I dont think they are worth creating a single thread for each one of them, so here is a small list. Maybe some of them already have been reported.


    Most important one first: We discovered that you can use the Provisions Courier as speedbuff in SW's. PLEASE, PLEASE disable them there asap, it makes pvp very unbalanced if not everyone is using one and additionally map control in SW is almost impossible with those, since you can literally run from base to base withing 5sec with them. So again, PLEASE disable them in SW:!::!::!:

    Fixed.



    Another suggestions I have, which may also have an impact on pvp, but I came across that running instances: The maximum range to display healthbars for mobs and allies is 200, same as the max. range for targeting with TAB (TargetNearestFriend/Enemy), but since there are a lot of skills with more than 200 range and instances being rather spacious nowadays, I would find it comfortable to have more range for those two features as well.&)


    Now for some bugs:


    For about a week, maybe more, some bosses randomly seem a be displayed in different sizes. There is the normal size and a significally smaller one, I observed that especially with Zak'Vi and Aldo and in combination with that, all mobs randomly may tend to be displayed as living after they died, left the field of view and entered the field of view again, it is very disturbing while running instances.

    For example if Zak'Vi is displayed small and all his adds are displayed as living, after boss is killed, its almost impossible to target the small boss in all those "living" mobs to loot him.

    This issue seems to occur independend on any addons, because different players have them on different occasions using different addons and not everyone at the same time. No bug notifications here as well.

    I though I had already some screenshots, but obviously I dont, just Melte being displayed as living on the spot where he usually is dead, resulting in him "flying" in the air.

    11c13001730d493334649b5965980969.jpg

    https://gyazo.com/11c13001730d493334649b5965980969

    This is taken from my alt, while not having this issue on my main standing right next to Melte.



    Also there is an issue with the lv98 ISS for druids (Seed of Resonance), which makes the healing done scale with the attributes of the target of the spell. If I cast it on myself, theres proper scaling, healing several hundred k's, but if cast on a tank or melee dps, where it would be most effective due to its design, it scales with their healing ability, resulting in low heals of just about a few ten k's, being almost ineffective. So please consider to change this skill to always scaling with the casters attributes, not the targets.

    Fixed.


    Lastly, I still always get the same bug notification from your build-in ChestFix, as soon as I open any chests in my house, though stacking seems to work fine in all of them, as far as i can tell.

    I do not use any addons for my house or its chests and it does not depend on which chest i open or what its items are. Others dont seem to have that issue.

    --> call ChestFix_Frame's OnEvent, line: [string "?"]:159: attempt to index local 'Button' (a nil value)

    Fixed.



    Thats all for now I guess, if anyone has something to add, feel free to do so and if you need any more info about any of these issues, i will gladly provide if possible.


    Cheers!


    Edit: I was able to make some screenshots today, showing the issue on some mobs:

    cc68726974fa7847c8698ecfc9d2afab.png

    https://gyazo.com/cc68726974fa7847c8698ecfc9d2afab

    https://gyazo.com/2464ae9b136551be7bda505a9005cd15

    If I am not totally mistaken, a few months back, after he was asked about this, Grox already "leaked" in global chat, that there is "something to expect" until the end of the year, including a raise of the levelcap.

    Since that was no official announcement, this information is as detailed as it can be and I am sure there will be an announcement when the time comes, just as there was for Gorge.

    Until then I don't really care if I know any details about the instance or any date of release 2 weeks or 2-3 months beforehand. Whats the point of knowing that, if I already know that the new instance is coming?!


    Inferno was there for about a year until Gorge was released and obviously Gorge was designed to last longer (also no Worldboss/Bossini for stats farming), until the community is "done" with that instance. If you think back, about three months before Gorge was released, way more poeple had a 2nd and maybe even a 3rd gear finished with inferno stats, now only very few poeple, reflecting in items and stats prices.


    Furthermore and most important in my eyes, you should look at the majority of players and their activity when thinking about releasing new content, not only the few most active ones, who have run an instance for more than a year, at times multiple times each day. And as far as I know, there are some guilds who just started running Gorge regularly, so I doubt all those are already craving for a new instance.

    Feel free to correct me if I am wrong there.


    In the end my guess is, that Gorge and its items were designed to give the rather small dev team more time to focus on other stuff, what they obviously did, if you read the last years patchnotes.

    So I am not surprised that the next content is taking as long as it does and if you are bored of Gorge because you spent too much time in there, what keeps you from doing other stuff and returning when there is new content?


    Cheers!:thumbup:

    Since I dont exactly know if you got my last text ingame, Byte, I will just write this here again, just to be sure:


    The issue about the 5% aggro is fixed now, but after last patch the lv98 ISS for knights does not deal any dmg anymore.

    It does not decrease the enemy's hp and does not show up in combat logs or scrutinizer, while adding only 5% aggro.

    The localization also is messed up.

    Test conditions were the same as before, if you need to know...


    Cheers!

    Could you provide me more info about your test method to confirm that isn't working?

    We came across this while running gorge, but made some quite simple test afterwards as well to verify before reporting:


    take a knight, hit a mob with enough hp and where not much is happening to interfere with the test, for example the dragon in Vortis, accumulate ~400kk aggro, use lv75 ISS -> adds ~21kk aggro (aggro from dmg of skill + 5% of entire aggro) ...use lv98 ISS -> adds ~1,5kk aggro (aggro from dmg of skill and no 5% from entire aggro)

    Since both skills should have the same mechanic, at least it says so in their tooltips, both skills should add about 20kk aggro if you already have 400kk


    Since we first observed this in gorge on various mobs, it should not be related to any specific "test object".

    I hope this is enough detailed information so that you can look into this.

    The AOD is not an actual amulet(just item name), it is stored in your backpack &)

    The formulation "wearing" in the skill description is a little misleading then... 8o


    Yesterday we also figured out, that the 5% aggrobonus in the changed lv98 knight ISS does not work, but with the lv75 ISS it does.


    Cheers!

    Supreme Priest (Lv 99)

    [...]

    You are capable of resurrecting a downed ally during combat but they must be wearing an [Amulet of Death] or this spell will fail.
    If spell is successful you feel a strain that reduces healing power by 40% for 180 seconds.

    Since some "unfortunate chaining of events" lead to the [Amulet of Death] not being available until next patch, I want to use the opportunity to make some further suggestions about this skill:

    Im guessing until now it should be the same kind of amulet like those amulets, so please make sure to make the Amulet of Death useable together with those and the pet ep/tp amulets, since some Amulets seem to be not compatible with each other and this might lead to people not using the Amulet of Death, making the new ISS lesser useful again.


    Furthermore another possibility would be to make the Priest who is using the skill has to have the Amulett of Death, either in the bag, which would be not that great because it will consume one more precious slot in it, or with his/her other amulets as well, maybe with some amulet-charges that get used everytime the ISS is used, so we dont have to have that many of them in stock - in any case, please make those Amulets of Death stackable. :D


    Another way to approach this would be to either simply use one or better multiple (5,10,25,idc you have tons of them if you want) Amulets of Light, since almost every priest should have some with him/her anyway, saving any extra slots.


    If it has to be the Amulet of Death, one way to be able to acquire them outside of the IS could be crafting them in high level Alchemy from Amulets of Light and maybe some other ingredients, with the recipe being available for AC at traders in Atlas.


    Cheers!:thumbup:



    P.S.: Thanks a lot to the team for all those great ISS changes in general, i can see that you put quite some thought and effort into them!!

    You can find the currency list on the 2nd lowest tab on the right side of your character info frame, where you can also see your gear and stats - to access it i think the standard shortcut is "c". If there is a direct shortcut for the currency list i dont know though. :D


    Cheers!

    Regarding the amount of dropped items, the bonus seems only to apply while you are in a party, where it does not matter if the other party member(s) are in range or even online.

    While being solo completely alomst no items drop compared to being in a party, so make sure you always have an alt in your party or any of your friends or just ask in global for "fake party" so random ppl may invite you for more drops.

    You will notice the difference for sure.


    Cheers and have a good start!:thumbup:

    BUT: Do not make multi accounting possible. People will exploit with 10 chars so they can farm at least 30 scrolls a day.

    Well I appreciate the fact that people have suggestions to make PvP/SW more interesting for everybody, but you also have to consider possible abuse of alts to get those rewards. It's easy to think of stuff that can be added, but you also always have to think of the impact this additional stuff will have on the server in total.

    So whatever the extra rewards should be, there has to be some way to guarantee that only those characters who actively played that SW will get those rewards.

    First of all you have to somehow determine IF it was an actual SW or just inactive ppl and even in an actual SW inactive people and alts should not qualify for those rewards.

    And there are not many factors/requirements in a SW to determine this, that are not too strict to be met regularly and by everyone(!) who actively takes part in an SW - and not too easy to fulfill, so that they can be met in a SW full of alts.

    Simply lowering the amount of rewards so that its not worthy enough to abuse it won't help, because then they might be too low to have any effective impact at all.


    So some requirements might be:

    - a certain guildlevel or buildinglevel (e.g. gates(!!))

    - one or both guilds have to have a certain amount of SW points (>2k?) and the SW musn't be a draw

    - chars must be lv104 themselves

    - completed certain PvE/PvP quests

    - there have to be a certain amount of kills/points/badges/gates destroyed/towers captured/time spent in SW


    I guess there are some more possible requirements, maybe you all can think about it, so the Devs dont have to do all the hard thinking themselves... 8o

    Also I dont know yet which of those requirement really are viable and in with combination and how high they need to be, so that more than just a small group of players may profit from this change, but everybody.

    So lots of hard balancing to do, when you want to add additional rewards to PvP and SWs that will affect the gameplay outside of PvP - I'm not too sure its worth the effort, but interesting in any case!


    All in all I would be glad if something is done about this topic, I just wanted to point out that its not that easy :)


    Cheers!

    Oh sorry, I thought there was a table for the zodiac buffs included too, my bad then :saint:


    After doing some digging for being lazy at first,I found a thread on the german GF board, where someone wrote:

    Quote

    "legendäre drachen geben 20% weniger spielerschaden/ 6%attribute/ 14%lp

    erwachsene: kein pvp/ 3%attribute/ lp weiß man nich, aber nimmt wohl auch keiner

    buffs heißen: sternenamulett der fähigkeiten (3%/6%)"

    Since I dont know if I am allowed to post the link to this unholy board, I wont do that for now, but the written translates basicly to:

    legendary dragons give -20% taken pvp dmg, or 6% all attributes or 14% lp

    adult dragons give 3% all attributes, lp unknown to him

    The all attributes buffs should be the most interesting ones, so I hope this could help you, but I cant guarantee for anything from this, since this was just something someone wrote a while ago... :D


    Cheers!