Пересыхание рек наступает в периоды, когда вследствие большой водопоглощающей способности почвы от дождей не возникает сколько-нибудь значительного поверхностного стока и пополнения запасов дренируемых рекой подземных вод, которые истощаются на грунтовый сток, испарение и просачивание ниже зоны дренирования.
Posts by Baboon
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Its should be like that, when you close to a maximum level of weapon your porgress will significantly slowing down, if compare with lower levels.
Some tricks:
- Better start leveling weapons at 105 level, i don't know, but i think it would be way better, cause you will have already maximum possible level of a weapon to get.
- Try to find a class that would have a passive attack speed abilities.
- Buy "Pathfinder Leather set" for Phirius Shell, its better to buy lower set(gloves, belt, leg, cape), it gives you additional 10% attack speed.
- Item shop pet(Item shop - Pets - Pet Eggs - Other) or Golden Dragon pet(VIP only) give you +200% and +500% of weapon skill XP.
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Regarding Rogue/Scout, Rogue/Bard changes:
- Reduced Precision channel time bonus to 20% from 50%.
- Increased Combo Throw channel time to 1.5 seconds from 1.
I suggest to add additional benefit for katana is decrease channeling time to 10/20/30% depends stack or increace perfect slice reaction time to 2s from 1.5s.
Also want to suggest for Rogue/Scout - remove GCD from Precision.
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farming gold as a party sounds cool honestly. Like Cosmo said, it would be cool to see something else than 98 as gold income. But id consider instead of making current nostalgic dungeons even harder, maybe take other dungeons for it (as example dod, which is also notorious for being a farming dungeon in the past, or maybe even do a vote to pick a "fan-favourite" dungeon, we have alot of cool dungeons which are useless! as example i like RT or Origin alot) and base those on current endcontent again. Dont forget, new players who dont wanna farm only gold, sell it and buy everything also gotta get the artefacts sooner or later.
But one thing which is maybe important to consider is the rng stats. If the content gets based around players with multiple max rolls, it might happen that those get to be "must have" for endcontent which can backfire really hard. Since we're already at this subject, maybe consider nerfing those. Would make scaling and balancing easier and wont scare of new players (or at least less). No new player wants to hear "oh i spend 100k dias to get perma 24%+ p-dmg. Also, youll need that too"
As data files says that origin and grafu castle will be next nostalgia instances
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Hi, regarding Rogue/Scout:
- Changed Shadow Figure: Increases Gun Attack speed by 18% for 30 seconds. Cooldown: 60 seconds
In the description it says: Increases Wraith Attack damage greatly and also it doesnt provide any effects.
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Also would be nice if this new inis will be drop corruption crystals
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Why not make a new kitty-combo version a default in the game , with new conditions like main/badge title swapping? Alternatively, you can share a macro with non-script users to set a specific title, and they can add it to their kitty combo's skill slots. Since kitty combo already allows adding all type of items and macros alongside skills, this would provide them with the same outcome as a script user.
u can implement it in kitty, just use condition script
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Will using patkfood be disabled while pdmgfood is active, to maximize DoT?
Will swapping Robot and Bow/Xbow be disabled for maximize DoT and Scout burstdmg?
What about swapping regular gear items from DPS to Tank to prevent death?
What about Champion/Rogues, Warrior/Rogues and Rogues who have 3 corrupted weapons or WB Dagger and swap offhand based on attackspeed?
What about disabling CancelPlayerBuff during combat to prevent resetting buffs with internal cooldowns so you better time their buff when your burst is ready?
What about making Champion Dissasembly Mode and Shieldform combat only?
What about Knight/Warlocks who cancel their conversionbuff to tank in a pinch?
What about classes which are quite complex to maximize their dmg Like Champ/Warden. Should we make it easier to play for the average Bard/Mage DPS?
This is ridicilous. Please consider reverting this update. These kind of updates are poison to the power of human creativity and mind.
We do not plan to block any of these in combat as it is doable manually without requirement of searching item in bag, unlike titles.
Greetings
but u can also swap title by using macros from action bars or if u are super fast and can find and use it manualy, idk, really weird change, what about kittycombo, diyce, custom lua scripts to automatization ur combos, its the same as scripts, cheats, whatever, in other games u can get ban for it.
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Agree with Blackkid, what about semi dps classes(aoe/solo), that swapping titles to increase damage, some classes are living because of title swap. Rwl with daggers spend a lot of energy to main rotation, and swap title to reduce energy cost helps him a lot. Rch, who using deferent titles depending on situation aoe or solo. i think most of warrios and champions do the same thing.
#rollback_the_change
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Yeah 56kk tick from bleed that’s normal, finally they did that change
Bleed dmg never exceeded 20-30% of total overall dmg (and that’s if you play spear 90% of the times and put slash on every target) So you will still get beaten in runs by good warriors 😂 I wonder what your next excuse will be. Cheers 🥂
EDIT: Also burst bleed is still strong, with pdef debuffs on bosses so what you are complaining about was not fixedofc it never exceed above 20-30%, because bleed is sustain damage, warriors on wb show themself when bleed stay at the top of others skills and not only wb, every long combat. the discussion about the bleeding of warriors has been going on for a long time and now its nerfed. when bleed ignoring 100% of def, can hit through immune stages and had above 50kk damage per tick, it should be get nerf and was nerfed.
if u wanna talk about "get beaten by a good warrior" that why u crying when t10 rogue beats you with katana and you running to forum and starts write that devs should randomize perfect slice proc, cause it easy to stack and gives too much benefits for rogues...dont you?
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Yeah 56kk tick from bleed that’s normal, finally they did that change
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This is a getting feedback post, please participate if you are interfering with mentioned weapons.
If I understand it correct, now it will be easier to roll magical stat in magical 2-H sword for example? How about ppl (like me xD) who spend about 900 crystals (im not joking 900 xD) to roll this weapon before this possible change? xD Because i tried to be fast, i lost it, and now every player will do it with few times less cost? It's a bit not fair if i understand it correct.
Greetings
AirforceAn older generation are always careful about youngest, that they do not make mistakes (c) Edik DeWise
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You can do daily exchange arcadia coins to mems then to diamonds and finally to gold
Yes but that will not be enough. We need hundreds of millions of gold to make new weapons and cards
ofc this is the one of variation how to get gold except atlas bags
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Hello, i dont know if any other player suggested this before. But maybe you should bring gold package for arcadia coins. Maybe we should buy gold package for 10k arcadia coins. I dont know maybe you can adjust arcadia coins price and amount of gold that we can recieve from gold package. Because gold package from atlas defense is not enough atm. Players need more gold for everything.
You can do daily exchange arcadia coins to mems then to diamonds and finally to gold
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how long ago dots was reduced in orkham, cause our warriors still has a 39kk+ tick from dot?
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Откройте НПС который меняет бумажный тир для всех, а не только для игроков которые прошли последний инстанс
You can sell corruption stones, they are unlocked, if you want to change them to a normal stones you could ask players to do that
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the reason to change cost of t-stones exchange is because you made non-profit investment? who should cares about that?
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guys, im invested to crypto and lost 66%, could you do something with that? (same case is that)
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That’s how other spells works like if they have shared cooldown time or effect.
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As I play as a scout, more and a rogue, I will allow myself to express my opinion on the subject - katana and dagger.
So, changing anything will destroy the current balance, which in my opinion has been the most stable for several months. Katana is better than daggers on r/wd and r/s, and at the same time playable on the rest of the combinations. End of story - it doesn't need buffs and combos because it will exacerbate these two classes. As for r/wl, r/w, or r/m, which are supposedly so powerful, yes, they are strong, but r/wl performs best on Nom, WB, and that's where its power ends because it lacks AoE damage (except for one skill). Therefore, this class is unique.
R/w, supposedly so powerful - take classes that are typically strong in AoE (s/m, b/r, b/ch) and see how well r/w will perform - it won't impress you, and it will even look like a support class. R/w can wreak havoc when it has time to unfold, but when it doesn't, the class is at least good if not average.
Just as katanas, daggers also have their place in the game. Don't impose katanas on all classes just because you want to. Diversity has its benefits. No one forces a gun on scouts, and it could be done (I won't comment on bows and crossbows because they are rotational weapons, and in most combinations, it's good to have both a bow and a crossbow). In summary, the katana is strong, and it seems well-balanced. It allows achieving powerful results on r/wd, and with perfect gameplay, it's not much weaker on most rogue combinations.
Is anyone force you to play with katana, i guess no... , but right now, we have a situation that katana is weaker than daggers and there is few reasons why:
- n% of elemental damage depending on your tier weapon; (and its stable,
when with katana, you need to stack first to get 6% damage). But, as ItemPreview says new Orkham sets will bring to us a new benefits and one of them will increase main hand damage depending on tier, if you wears katana or only one weapon without off-hand. - Off-hand with The Murk gets 0.5 attack speed with a couple of buffs, like Warp Charge and Stimulator or Elven Agility. Now with this benefits lets take a look at Rogue/Priest with defferent weapons. The damage dealing by R/P is mainly affected by main hand and if you wear a katana your Sinister Methods will deals less damage then if you wear daggers, because with daggers you deal double hit from main and off-hand, since The Murk has 0.5 attack speed you deal more Sinister Methods then with katana. Same as on Rogue/Warlock with white hits.
- Off-hand damage scaling. Katana has own off-hand damage scaling that not affected by runes and titles. It means that Rogue/Warlock skills like Soul Extraction and Life Devourer deals more damage.
- Stats....
So, there is only one suggesiton before Orkham will come, increase the damage dealt by bleeding from a katana to close a gap between white attacks.
- n% of elemental damage depending on your tier weapon; (and its stable,
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I'd like to share my thoughts on the rogue in the current situation. Personally, I believe the rogue is extremely overpowered with Murk and definitely needs some nerfs. On the other hand, the katana seems quite useless since there's no real benefit from using it, even with a 100% perfect timing
After Murk was introduced, everyone was certain that certain classes would become extremely strong (e.g. RW, RM), and that has remained true despite the nerfs Murk has received. These classes are still extremely overpowered. Even before Murk was introduced, these two classes were already too strong
What's interesting is that not only did these two classes become stronger, but literally all the other rogues did as well, except for the Rogue/Scout. as this class simply doesn't have elemental damage scaling
Meanwhile, the Katana isn't worth playing in any possible case with any class, primarily due to the extremely high impact of elemental damage gained from The Murk and its high sustain.
that's why in my opinion, the necessary nerfs for Murk are:
1-Reduction of the elemental damage percentage of the weapon.
2-Increase in the weapon's base attack speed
Meanwhile, the Katana needs significant buffs:
1-Add an elemental damage buff (2% for each stack of Perfect Slice).
2-Increase the bleed effect of Perfect Slice.
3-Increase the damage equivalent to the off-hand when using the Katana.
4-Allow the Usage of Perfect Slice while under a cast (combo throw, Fast draw,which is crucial for RB and RS).
i still believe that even if Perfect Slice received more buffs and became extremely powerful, it remains balanced as it's the most challenging and difficult skill to play with in the entire game. This is especially true after the change to Perfect Slice (where you lose all three stacks upon failure). Particularly in crowded environments (+6 players ), it becomes incredibly difficult to notice the mark or hear its sound (e.g. Additional sounds effects like auto attacks, character footsteps, WB title flame sounds, aura buff, or even when you're in voice chat with the guild) all contribute to an extremely challenging situation.
I believe it's not fair that the Katana offers practically no benefit, neither in sustain nor in burst, even with perfect timing which is nearly impossible due to the distractions I've mentioned before. Meanwhile, using Murk allows you to effortlessly perform well in every situation without stressing over anything
I think, if they change bleed from katana, it should be enough, if u already seen new sets and buffs that sets will give you, katana should be a bit stronger.
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Yeah, warriors bleed is so over power, 24m per 2 sec while bursting - thats a lot damage.
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same problem with Kidd's sword
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Recently i´ve noticed three things about the Perfect Slice.
1) You are not getting 50 energy back when hitting successfully, not even close to 50 and the value can vary.
2) Elemental damage doesn´t work in open world at all and sometimes on dolls as well. Happens when you do the last slice which will provide the grandmaster buff and switch targets for each slice when stacking it up.
3) After you lost the grandmaster buff by failing and the target still has 3 bleedstacks - if you hit successfully again while bleed is up, you will get the grandmaster back. Not sure if this is intended.
Regarding energy restore:
I guess its depends on your current energy, so if you have 75 energy it will be restore only 25, because for me its always restore 50, if I have less than 50.
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You don't test anything before complaining?
Это не жалобы, а констатация фактов. Если бы это было что-то сложное, требующие измучивающих тестов - одно дело, а это видно невооруженным взглядом. Просто элементарно, если спросить игроков какой связкой играть на том или ином классе - сразу слышишь ответы, люди даже раздумывают
Почему? Потому что, повторюсь, здесь нечего проверять.
well, and who did you ask?
maaaan....you are so funny, while do quests you already know whats class is balanced and whats not, even not being in instance, except malatins....better ask Zyrex, Kaga, Lutine, Black or someone else about class balance, but Zyrex told you before, how we builds raids and etc. As rogue player i can tell that all rogues combination are good.