Posts by xLutinex

    Windrunner race:

    THe description says 4-8 ppl but I never see anything above 4 players? Is it possible to do it with more than 4?

    Even after recent patch only 4 players can enter. But they need to wait 1 minute to start.... and if someone is registering he still can't enter :D

    Hi,


    if you login any character and then switch back to character selection screen and login an other character on the same account, nothing works anymore. complete interface is broken.

    For example interacting with the AH: parent:MainActionBarFrame call MainActionBarFrameButton12's OnClick, line: :127: stack overflow


    nearly every VIP is logging in every character and does not close the client everytime.


    Greetings

    • Changed following buffs to be aura effects, which will be removed if the source is 1.000 units away or dead.
      • Grace of Life – Priest
      • Amplified Attack – Priest
      • Blessed Spring Water – Priest
      • Magic Barrier – Priest
      • Angel’s Blessing – Priest/Mage
      • Shadow Fury – Priest/Rogue
      • Musical Joy – Priest/Bard
      • Defender’s Roar – Warrior/Priest
      • Concentration Prayer – Druid
      • Savage Blessing – Druid
      • Neotropical Warmth – Druid/Bard
      • Briar Shield – Druid/Warden
      • Sublimation Weave Curse – Warlock
      • Holy Protection – Knight/Priest
      • Potent Blessing – Knight/DDruid


    How does it work if for example 2 priests are in group?

    Stronger aura will be applied to players, including to weaker aura caster, which results in removing weaker aura from the caster.


    Greetings

    Not working. If weaker buff is casted first, no stronger buff will be applied


    Furthermore: if you run out of the 1000 range you loose the bufff -> ok

    But you only get the buff back if you are around ~100 range of the caster and not within 1000 -> not ok

    • Removed House Maid potions and food automatical stacking.
    • Allowed to manual join stacks of timed items with different Left Time – it will always make them use smaller Left Time.


    just saying.... this is not the best solution.... I think it's one of the worst ever (SO FAR!)

    I mean, why did you increased the stack limit of house maid potions to 1000? players are again forced to have luck on getting the correct house maid potions... Nice job.

    You cannot disable aura effect if someone is casting it constantly upon you. But caster can disable it and other players won't lose the buff as long as caster stays within 1000 range.

    So it will break some boss mechanics, if specific classes are not included

    -Aggro% Buffs are not included in the Change to Auras.

    1 is... If you have 2 Tanks (worldboss)


    Holy Protection – Knight/Priest


    Yes, Auras can be deactivated.

    Can auras be deactivated for specific players?

    Thinking about worldboss and a healer needs to kill a dragon bcs he is the one to free the other from cage...or the WL/m in heal gear....

    Or think about Tank, who will be ported in the cage, bcs he has too much patk (happened once before)

    • Changed following buffs to be aura effects, which will be removed if the source is 1.000 units away or dead.
      • Grace of Life – Priest
      • Amplified Attack – Priest
      • Blessed Spring Water – Priest
      • Magic Barrier – Priest
      • Angel’s Blessing – Priest/Mage
      • Shadow Fury – Priest/Rogue
      • Musical Joy – Priest/Bard
      • Defender’s Roar – Warrior/Priest
      • Concentration Prayer – Druid
      • Savage Blessing – Druid
      • Neotropical Warmth – Druid/Bard
      • Briar Shield – Druid/Warden
      • Sublimation Weave Curse – Warlock
      • Holy Protection – Knight/Priest
      • Potent Blessing – Knight/DDruid


    How does it work if for example 2 priests are in group?

    Stronger aura will be applied to players, including to weaker aura caster, which results in removing weaker aura from the caster.


    Greetings

    OK nice. I like. No stupid rebuff anymore :thumbup:

    • Changed following buffs to be aura effects, which will be removed if the source is 1.000 units away or dead.
      • Grace of Life – Priest
      • Amplified Attack – Priest
      • Blessed Spring Water – Priest
      • Magic Barrier – Priest
      • Angel’s Blessing – Priest/Mage
      • Shadow Fury – Priest/Rogue
      • Musical Joy – Priest/Bard
      • Defender’s Roar – Warrior/Priest
      • Concentration Prayer – Druid
      • Savage Blessing – Druid
      • Neotropical Warmth – Druid/Bard
      • Briar Shield – Druid/Warden
      • Sublimation Weave Curse – Warlock
      • Holy Protection – Knight/Priest
      • Potent Blessing – Knight/DDruid


    How does it work if for example 2 priests are in group?

    Katana is also designed for 2*1h weapon classes (rogues) and it's also usable in that way (replace 2*1h weapon) for warrior/rogue^^

    Another Suggestion for Knight/Rogue


    because some other classes can wear Katana and the Knight/Rogue has the ability to wear Katana, maybe change the level 15 elite and level 30 elite that it can be used with Katana? It would fit the playstyle of Knight/rogue I think and in any patch notes there was written, that offhand skills can be used with Katana


    Greetings

    Druid/Knight gets a Skill that inflicts self DoT of 10% / second. If your Hp is like 1.5mill, that is potentially 150k Heal you can generate aggro from.

    Adjust + % Aggro so that Druid/Knight can generate enough aggro only by healing himself.

    To have enough aggro in sustain and burst situation, make the +% Aggro dynamic and for example dependent on cast speed. Higher cast speed -> more + % Aggro.

    And if you have another heal in party, you are not 100% able to heal yourself for aggro xd

    Maybe byte can clarify but I doubt it's possible to do such a change

    I dont know if it possible, but i try.

    Druid/knight.

    Is it possible to make a new tank based on heal ? Healing create aggro too, this tank will use heal(not damage) for tanking. The more you create a heal, the more you create a aggro. I know this idea very hard for realisation, but if do it we make a new original tank with new mechanic.

    One big problem would be: how will you generate aggro if you don't heal? Atm healing is only generating aggro if you heal lost HP of friendly members. Overheal does not generate aggro. In that case, how would it be possible to get any initial aggro?

    The idea itself sounds nice at the first moment, but I doubt it is possible in the way, how the game handles aggro generation based from healing

    As far as I can see, there are players who claim to be good, but at the moment I haven't seen a player in this class and I haven't seen one before. Why ?

    I played K/S in DC. For me it's the knight with the easiest aggro and easiest range aggro (if someone accidentally pull or tank want to pull at range). But besides this, it has nothing special for me! As long as the aggro is not a problem, I prefer K/D for DC (but only for DC) bcs it has nice shield mechanics to make it easier for healers and buffing a little bit the raid.

    In all other instances I wouldn't play K/D, bcs the raidbuff would be kinda useless.

    I would also prefer K/R for DC, but only if the dodge buff wouldn't disappear instantly bcs you absorb the non dodgeable hits :D

    Increase the range of the warlock/rogue skills [Throw] #499867 and [Shadow Step] #499666 to 200 or 225 to be on par with the other skills.


    Has anyone checked if the [Throw] debuff really lowers all damage(s) (like %hp based AoEs, DoTs and other non-normal attacks)?

    %hp based damage can't be lowered by such debuffs

    I think that devs just dont like Leather users ... Or they just listen to Lutine who says that scouts are just fine ....

    Or you should run dc or idk with cruvor or me as scouts. Compare with cruvor if you want to compare with a scout with new weapons and DC gear, titan stats and more. Or compare with me with a 3 year old gear even without hoto Set


    Greetings

    Knight in general don't have %dmg for weapons. That's why knight/warrior have -> more aggro. It also have a better whirlwind shield and more defensive skills.

    Also a little support in single target for all incoming dmg on target and if I remember correctly boosting light dmg on single target.


    Knight/Champ is nearly like /warrior but restricted to hammer. But it has an insane crowd control mechanics


    Knight/druid: yes ~17% stamina. Why not? :D I like. It has good shield mechanics depending on your maximum HP (so 17% stamina is good for it) and can buff all members close to the Tank with 5% patk/matk, which is good for higher instances, but kinda useless in lower ones

    Regarding Knight/Rogue:


    Byte can you clarify the aggro multiplier on the level 15 elite. Description says that the offhand hits will have high aggro generation, but my tests says an aggro multiplier between 1 - 1.2 ? :O


    Greetings

    Suggestion for Knight/Rogue:


    Change level 40 elite, that you will get 2 separate buffs. 1 for the dodge and 1 for the dmg absorb. right now if you use it in large groups, it happens that the buff will instant be removed, bcs 3 mobs hitted and dmg was absorbed :D

    Regarding ch/priest


    Divine Vengeance: Should be changed into selfbuff click and with uptime 20 seconds / cd 15 seconds. Right now it's very uncomfortable to click it every 5 seconds as a hit on mobs (and you need Chain Drive to be triggered before)