Posts by xLutinex

    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

    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?

    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

    can totally confirm that we have a new dead class

    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

    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 :D


    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.

    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 :D


    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

    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

    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