Hi,
is this problem only a problem for a few players like mistika and me and that's why an easy adjustment is getting ignored or forgotten?
Would like to see a solution for this "artefact changing rhythm" problem...
Hi,
is this problem only a problem for a few players like mistika and me and that's why an easy adjustment is getting ignored or forgotten?
Would like to see a solution for this "artefact changing rhythm" problem...
I guess it is for every mob cast.
but most problematic ones are the priests, that cast the heal. the knight ISS for instance cannot interrupt them, because it is neither stun nor silence skill. and it seems it is for every class skills, that are not a stun or silence
and what about the mimics that are physical immune? will it get fixed soon?
is it intended, that you can't interrupt mobs in the instance with pure "interrupt" skills. only with stuns or silence skills?
What about the following idea:
Every soul curse increase the drop chance of the stat you drop from any boss by 1%. A chance that an additional item with the new delusion/dissolution (yes, 2 stats from new acc has a different name) stat is dropping.
Every soul favor decrease the chance by 1%.
Base chance: 0%
So if you kill anubis with 0 favor but 60 curses (which is pretty hard i would say), you only have 60% chance that an additional item with the new stat is dropping. But if you are lucky and running with curses the whole instances, you maybe have the 5% / 10% (depends on curse numbers for sure) on the first or second boss to get the new stat.
The highest chance will anyway be anubis, because in most cases (at least in our runs) you are getting up to 60 buffs only before anubis
Wouldn't that be a solution?
Display MoreDisplay MoreHey! I’ve done my first S/B tests after the recent “BALANCE” changes.
I was already expecting this combination to receive a nerf, and I do agree that some adjustment was justified. However, the scale of the change feels far too harsh.
At the moment, even with very high-end gear, the new jewelry, level 3/4 artifact runes, and 25% artifact enhancements, S/B performs only around an average level compared to players with significantly weaker equipment.
That is quite disappointing, because it feels like another leather combination has been pushed into a state where only a handful of players with extremely strong gear will still be able to make it perform reasonably well. And even then, there is little incentive to play it when several Scout combinations already provide better results.
What I struggle to understand is the reasoning behind such a drastic adjustment. Since there was also no detailed explanation or commentary regarding the change, it is difficult to understand what the intended target for S/B actually was.
I may be wrong, but from the first tests this does not feel like a carefully tuned balance adjustment. It feels more like the combination was simply pushed from being too strong to being too weak.
At the same time, I would like to give credit to the work being done on the magic classes, because those changes generally seem much more measured and thought out. I really hope leather classes can receive the same level of careful attention going forward.
I’m definitely curious to see what the next leather balance changes will look like, because right now the gap between combinations still seems extreme — some are exceptionally strong, while others perform only slightly above support-oriented setups
can totally confirm that we have a new dead class
after some adjustments, that were made today, the single target is ok now (worse than s/d for example).
but the AOE damage suffered a lot and is in a bad spot now. I don't think that there is any scout having this weak AOE, except s/p.
Buffing the aoe by at least 50% would be a must have I think
Display MoreHey! I’ve done my first S/B tests after the recent “BALANCE” changes.
I was already expecting this combination to receive a nerf, and I do agree that some adjustment was justified. However, the scale of the change feels far too harsh.
At the moment, even with very high-end gear, the new jewelry, level 3/4 artifact runes, and 25% artifact enhancements, S/B performs only around an average level compared to players with significantly weaker equipment.
That is quite disappointing, because it feels like another leather combination has been pushed into a state where only a handful of players with extremely strong gear will still be able to make it perform reasonably well. And even then, there is little incentive to play it when several Scout combinations already provide better results.
What I struggle to understand is the reasoning behind such a drastic adjustment. Since there was also no detailed explanation or commentary regarding the change, it is difficult to understand what the intended target for S/B actually was.
I may be wrong, but from the first tests this does not feel like a carefully tuned balance adjustment. It feels more like the combination was simply pushed from being too strong to being too weak.
At the same time, I would like to give credit to the work being done on the magic classes, because those changes generally seem much more measured and thought out. I really hope leather classes can receive the same level of careful attention going forward.
I’m definitely curious to see what the next leather balance changes will look like, because right now the gap between combinations still seems extreme — some are exceptionally strong, while others perform only slightly above support-oriented setups
can totally confirm that we have a new dead class
The skill ID 496015 is not working correctly when you are not 6 people. if you run with for example 5 people, everyone gets still oneshotting when stacked
Display MoreHi, 1st, I would like to say that the ini is pretty nice. This new mechanic with affixes is funny.
Regarding the new stats, actually they're imo way to long / hard to obtain. Especially for a stat that is on the same lvl as dark core, it's a bit of a non sens. I would like to suggest to add those new stats on the endboss loot. You could even add some drop chance to it with this new affixe mechanic like the more bonuses you have, then less chance to obtain a good new stat. The more malus you have, then more chance to obtain a good stat.
Hi!
The new stat is mainly a goodie/teaser to obtain when you are lucky. Regular drops will be implemented at a later time!
Thank you for your feedback!
Hooroo,
Brontes
Players in that game always tend to want to best possible items/stats ![]()
es passiert, wenn du z.b. plattengear auf slot 2 hast.
Du bist auf slot 1 als Magier. Wechselst dann auf slot 2 -> Gearscore Berechnung nur für das nicht rote gear, was man nicht tragen kann.
Dann wechselst du auf Ritter und der gearscore bleibt der gleiche, als hättest du die Plattenteile nicht an. Der Gearscore aktualisiert sich nicht bei Zonenwechsel etc. Du musst dann ein Item ausziehen und wieder anziehen
It seems like, that the card ID 778804 is not dropping .
Also the skill, where you can revive dead mobs seems like it doesn't work on mobs for card ID 778789, so that this card is also not dropping
making the experience bound on character slot and not on artefact itself, would be best solution imho. we all wait for a change x.x
The problem with Lava Flame is, that every party (or bcs of curses), that cannot burst the boss, can randomly wipe if the healer gets the debuff for example instantly.
In the vanilla boss, there didnt exist a DoT, that kills the tank in 2-3 ticks
Just a feedback that you think about it for weaker parties with bad luck
It’s aoe strike, it can be avoided by other players, because it hits only tank and apply dot in radius
Ready carefully what I have written. The problem is solo healing and getting the silence, because of the dot (which cannot be dodged by the tank).
Or do you have a tank, that can chill with the dot without a healer?
Btw: pets need to be resistant against the dot. Warden pets cannot move quickly away and a warden tank shouldnt loose it's pet because of an aoe tactic.
Display MoreGreetings!
Thanks for your feedback!
Generally spoken, I would rather not nerf mobs, bosses or affixes within the instance, since it's difficulty already differs very much depending on the affixes you get. Instead, I would change the behavior of affixes with some minor tweaks so players can react easier.
The soul curse, which spawn randomly bombs that just kill you, are a bit hard to handle in a fight like at b4
You might be referring to the affix "Bombardment" (ID 1506237)? It is planned to increase the detonation time by 1 second and reduce the radius by 10 units of all bombs (spawning through affixes). This should add more time for reacting, especially in limited space like B4 boss room.
Quoteat b2 it is a bit hard to heal the big DoT, if you get the random silence :D.
Also pets (wardens/healer) get the dot and die.
You mean the "Lava Flame" with the icon looking like a mage's Flame skill? This is a more or less a vanilla mechanic, I think we didn't even touch this in particular. We will monitor how B2 behaves and make changes if necessary. At some point (and looking at some affixes), taking an off-healer or second healer might be a thing to counter-play these kinds of interactions.
Best regards
Wesker
The problem with Lava Flame is, that every party (or bcs of curses), that cannot burst the boss, can randomly wipe if the healer gets the debuff for example instantly.
In the vanilla boss, there didnt exist a DoT, that kills the tank in 2-3 ticks ![]()
Just a feedback that you think about it for weaker parties with bad luck
Hi,
at b2 it is a bit hard to heal the big DoT, if you get the random silence :D.
Also pets (wardens/healer) get the dot and die.
The soul curse, which spawn randomly bombs that just kill you, are a bit hard to handle in a fight like at b4
Greetings
Hi,
suggestion from me. Would it be possible to increase the amount of mob materials from grafu and origin, if you run at max difficulty? Right now for the runes the materials from those 2 instances are the crazy bottleneck, comparing with the amount you get in FA, hoto, necro, kalin
And you even need more time to run grafu and origin. Furthermore is grafu an instance for up to 12 people.
Would be nice if the loot can be adjusted
Ty
Weil es sich mit der bewusstseinswoge vom Hexer gegenseitig überschreibt
this still sounds like a system, where you give players the "opportunity" to upgrade things further (example from 5 -> 6 or even ->)
Feasible in this context refers to a limited time frame, as you mentioned. People with more time and runs will obviously have the opportunity to reach higher levels, that's the nature of MMORPGs. However, the steps between the rune tiers are held relatively small for that reason, as to not overwhelm players with limited time. We do not want to limit players with willingness of high-time investment either. It's a compromise on both ends.
you know, that 2 runes with tier 5 and 2 runes with tier 7 makes a HUGE difference when it comes to damage? that is even more than 1 tier of a weapon for some classes. and the difference will be even bigger with more tier differences. also not calculating tithing multiplicator.
sorry, but the nature of mmorpgs shouldnt be FOMO in itself and bringing systems that implemented even more FOMO factors
We seek to make it feasible to reach Tier V combination runes by the end of the year in all slots;
this still sounds like a system, where you give players the "opportunity" to upgrade things further (example from 5 -> 6 or even ->) but in reality it will be massively demotivating, because there is a carrot in front of you, that you will never ever be able to reach. this leads, at least for myself, to the point and feeling of FOMO if you don't grind 24/7.
And because the time of humans is limited and worth much, I expect players just quitting. Because the direction (tithing, runes, xyz) is clear, that more and more endless grind systems will be implemented.
Greetings
Mit der Freischaltung der nächsten Instanz (welche in kurzer Zeit folgen wird
) werden wir auch den nächsten Schwierigkeitsgrad hinzufügen, welcher den Loot enorm anheben wird. Dies wird mit so ziemlich jedem Content-Release von nun an passieren: Es ist nicht vorgesehen, in dieser kurzen Zeit hochrangige Runen zu erspielen, sondern mit den voranschreitenden Modis höhere Runen erreichen zu können, vor allem nicht erst 22 stunden nach dem Release, wenn noch einiges zu finden ist.
Selbst wenn ihr den Loot vertausendfacht (in Zahlen: 1000x), was mit an Sicherheit angrenzender Wahrscheinlichkeit nicht vor 2050 passieren wird, ist es immer noch unrealistisch auch nur eine Rune auf Stufe X (in Zahlen: Stufe 10) zu farmen. Vor allem für Leute die arbeitstätig sind und dann nur vielleicht 2 Stunden am Abend mit der Gilde was laufen können
Maybe you've hit them while immune. No damage done -> no buff
I said the problem is, that players play the knight with lua.
Better aggro output is manual gameplay. You don't even lua scripting for it.
And pls proof with a video how you can only deal 50k damage buffed. The requirement for every tank is, that you are nearly same geared like the dps. If you have old tikal gear and the dps endgame grove gear, it is clear that you can't hold aggro.
Furthermore what I know: you can easy tank as knight/Warrior , /mage , /rogue, /priest and /scout in terms of aggro
Greetings
If you would have ever run with me SG as tank, you would have seen my aggro.
The only tanks i play is knight.
And If you want to calculate the aggro, there are 3 parts of it. Actually 4 parts. Dps with 200kk damage and on aggro cap is doing 20kk aggro.
A tank doing 50k damage (which is insane low tbh and seems like unbuffed) is doing 50k * Skill aggro (example 10x) * tank aggro percent (example 2000% aggro = 20x). In sum the tank is doing 10kk aggro with 50k damage.
And to be honest in single target burst the tank deals 300-400k damage per hit at least and in aoe it is also at least 250k with whirlwind shield fullbuffed
The real problem is not the knight aggro (again, I am only playing knight when I tank and I have by far not the best tank gear anymore. Old orkham gear and not even a golden new weapon)
The problem is more, that tanks playing with lua and don't know which skills has which aggro multipler.
You can also ask ingame the random SG people if they ever had aggro problems with me as knight.
The only "issue" the knight tank has conparing with others is CC. But not aggro
Greetings
If I understand it correctly, you said that the knight tank is dead in the endcontent?
That is totally wrong in my opinion. The average Knight tank has maybe lower aggro output than champ or warden, but it is enough and possible.
Knight is also specialized for more survivability of the group instead of doing damage
Hello,
muffin 202301 in happy hour please ![]()
Greetings