Posts by xLutinex

    Rain

    the adds spawning at b2 are hitting still too high. if they spawn and the "tank" take aggro of all, he instantly dies, if you are not plate player or chain dps shield form.

    Also any other player getting aggro of those mobs are 2 hit o.o


    Maybe change that only the real tank of the group only get earth elemental or drastically reduce the damage of the adds


    Greetings

    Hi,


    boss 2 after patch today is only playable if you got luck with transformations.


    - the boss + adds hits to hard for the "tank" (no plate). minimum 1kk per hit. imagine the "tank" only has 2-3kk o.o

    - healing of heal skills only heal 75k. Boss hits with 1kk... how to heal it? xD


    I got lucky and got tank until the end of the fight. and I dropped to ~60% HP with 24kk max hp despite perma getting healed


    Greetings

    Wisdom is still important in healing formula. The attack, DMG and hp buff change was to not exclude newer players without min maxed gear.

    Furthermore iirc in discord was also said, that there will be changes in future get a bit more benefit from wisdom, but attack buff and others will remain or gear score.


    And from a balancing perspective it was a good move. Gear Score is very limited and can easily be balanced comparing to crazy min maxing wisdom values especially when it comes to new content

    Hi,


    as an only tank player, I cannot agree. Calcuating you use Tsunami ISS and Traces of the Cross Sword both on CD, you cannot loose half mana, maximum 49% - 15% -> 34% (on using 4 times tsunami and 5 times Traces, which is not meant to just spam).


    In between, if you have combat end and playing music or running or whatever, you even have base mana regen, which reduces the need even more. Using more than 1 tsunami in 1 pull is also not a good idea anyway.


    I also played non /mage and non /rouge and tested it with injector. in normal paced groups, I was always over 80% mana. Only on speed running you drop low, but then you can use Dwarven Ale, which gives you 100% mana for 30 seconds and only has 90 seconds cooldown in between.


    And for what reason ever, if that doesn't help, you can use Holy Sigil + Punishment to restore 32% mana.


    Greetings

    Hello,


    with the new fishing system you also implemented a stronger hero potion version (concentrated hero potion).

    The runtime is only 3 minutes, which is compared to the 10 minutes normal hero potion.


    If you think about running for example grafu within 30 minutes, you need ~11 concentrated hero potions which is an insane amount related to the materials you need for it to craft (drop rate of the green fishes).


    I would suggest to increase the runtime of concentrated hero potion to 10 minutes. This should/could result in that more people use / want to use it, which would boost the fishing economy for lower people to earn some diamonds.


    As far as I know nobody, except 1 person in specific moments, of our guild is using the new hero potion so far (except for testing after release).


    Greetings

    4000 raw physical damage is in reality more, because all modifiers like pdmg-food will boost the 4000.

    That means, you should look into your actual physical damage when you are buffed and use the gloves. The damage will increase more than by 4000 which will result in reality an aggro boost by anything around his 36%


    (the 36% is not accurate, because it depends on multiple factors like which buffs you have, which tier is your weapon and so on)


    But in reality from the highend perspective the gloves are not needed, because you literally have aggro without it and so it's kind of a waste "click" or "useful" buff. But I guess if your gear/aggro isn't that high, it could help

    Hello,


    I tested knight/priest yesterday which has no additional mana reg elite skill.

    All I can say is, that I played without any mana issues and without aggro loss, as long as I used bufffood for my mana.

    Using additional buffood now shouldn't be an issue imho.


    My conclusion after some testing in orkham was: great knight patch, that more knight classes are now completely viable to play.


    I will also check it in grafu (where dmg is higher on tanks) and if the result is different, I will tell here.


    But for now: great tank (at least for knight, bcs champs seems a bit buggy) patch :thumbup:

    If the champ tanks will work correct in the future, I guess you have the agony of choice AS a tank 😄


    Greetings

    maybe you missunderstand that skill like many others.

    this skill is only a taunt. you cannot "generate aggro" with it, unless you are even not the #1 in aggro list. only if anyone else has way more aggro than you, this skill should be needed anyways, because the "5% aggro generation" was not your aggro multiplier on your character. it is instead like this: "your actual aggro on the mob will be increased by 5%". in other words, it was only suitable to use it as a taunt (which it is in fact) and not to "generate" aggro :O

    I know what you are talking about. When i said generating aggro, i am not talking about having 50m aggro on target. I mean you cant just have 800m aggro by spamming whirlwind shield. First you need to use your skills such as truth shield bash, whirlwind shield and others. After some point you need to use that skill to reach very high aggro on your target. And yes, we still need it even as a taunt. As you know knight class has lower aggro than others. Having a taunt with 2 second cooldown would be great to take your aggro back on boss fight.

    I totally disaggree.

    first of all, if you have 800m aggro, you can go afk until the boss is dead.

    And second: a taunt every 2 seconds is literally to OP. Personally I never used it except on this random fix aggro of b1 orkham (but there you only need it every 30 seconds anyway)

    Increased Holy Thunder Blade cooldown to 10s from 2, reduced aggro gain to 3% from 5%.

    Besides, i dont think this is a good idea either. This skill allowed us to generate our aggro faster on a target. Other tank classes have higher aggro than knight class. And with this change, knight tank lost its method to generate high aggro on single target.

    maybe you missunderstand that skill like many others.

    this skill is only a taunt. you cannot "generate aggro" with it, unless you are even not the #1 in aggro list. only if anyone else has way more aggro than you, this skill should be needed anyways, because the "5% aggro generation" was not your aggro multiplier on your character. it is instead like this: "your actual aggro on the mob will be increased by 5%". in other words, it was only suitable to use it as a taunt (which it is in fact) and not to "generate" aggro :O

    I was playing manually warden in the early days and after some time, when I found the scrutinizer addon, I had to learn how kitty or diyce works, so i could compete in damage with other players... so my point is, why shouldn't healers come to that point too? There are a lot of basic healer classes that can be played the original way without needing to use a kitty rota, but if you want to put your hands on better classes, improve yourself and make a rota... it's not an issue of time, but of being willing to adapt...

    what the hell :O

    You know that some healers (maybe because of how healers are played) are really old people, which just want to have fun in their old days and don't want to learn a "programming language" or even are not able to do.

    You cannot assume, that everyone is able to do lua scripts.

    This "learn it" is kinda not politely to those people and I hope, this was not your honest opinion.


    My impression of most people (especially the women) is, that they don't want to do such stuff like "scripting" and are not able to do. It's not a shame. They just want to have fun like most of the other people.


    And the faction that want to min-max things are only a small group of players... scripting, calculating, testing stuff etc.

    Yes warden tanks are superior now and far ahead of knights atm in terms of aggro, group protection and support. Knights has only better own survivability.

    Champ tanks are at the bottom of the list atm

    Hi,


    I don't know if you saw the changes on the skills of champ, warden and knight ISS. But right now the def buff of champs, HP buff of wardens and "shield buff" of knights depends on their stats (defense / HP).


    Greetings

    Hi,


    right now, after recent Patch (or second recent) I guess, there is a hard delay with error message on server side (?), if you put items fast in the selling frame, for example if do 2x right click on an item in the bag. If you do so, the price will be reset to empty if you had for example "last price".


    Can you just change the function how the "get last price" for an item works, that it will get the value from local cache instead of pulling the value from the server? I guess it pulls the value from the server or the issue is loading the price history instantly every time you put an item in the selling frame.

    But changing that no error will occur and taking the value from local and just ignore loading history, if you click too fast or accidentally double click. It would improve qol I guess.


    Greetings

    Hi,


    after changing droprate of golden fish again and again, the level 80 -> 100 quest is a real pain. I only found 1 golden fish until level 80 (with 76! x.x) and now I need to catch one again for the quest. It will take ages, especially with bad luck.

    And yes I tried with golden rod as well.


    Would appreciate if you change the quest as soon as possible to be more achievable.


    Greetings

    Maybe not many players used the card system, and that's why it's now more easily accessible. That's possible. As I said, fundamentally it's good that work is being done on things