Posts by xLutinex

    @monster in kalin:

    Why they have so many %-damage over time effects. No dps can survive a hit like backstap from mobs to get a bleeding. For tanks it is again something like: oh % hits again. Rest is very low. For tank challenge and for tank balance, mobs should do high hits instead of % bleedings. Or bleedings depending on tank def

    I don't like the latest change of

    • Disabled loot from monsters before first boss due to overuses.

    If you want to suppose players to run the instance completely, just disable the complete loot of monsters and let the endboss drop 5 orange. That is the amount of all materials of full runGreetings

    I think the port crystal should be right before b3 instead of after b3.

    I think most groups have problems with B3 and need several attempts. Would be better to replace the crystal that you can port to b3 before you killed it.

    Just my thoughts :)

    Hello,


    the Tank-Artefacts effect ist nice, but if i get i right it only works if the mob has 100% HP. So it works only for the first hit on the mob? If the mob is pulled by an other player, for example with aoe or by a low aggro skill of the tank it is useless. Compared to the other artefacts i would like it if the effect is changed to work for enemies with HP>95%.


    Best regards

    only healer artefact skill is nice.

    I ran rofl yesterday with dps artefact. It triggered exactly 0 times btw...

    An other player had 9 trigger with 1 dmg each xD

    I propose to add a buff like the exp modifier but instead of reducing/increasing the exp you obtain reduce/increase the dmg you deal from a 100% to 1% so with that all the players can play on their own level of difficulty xD. So with that even Ancalon would be a challenge if you want.


    Edit: And another for dmg received from 100% to 1000% why not


    Go hard or go home

    Yes and with no benefit in loot. Nice, makes sense.

    There is always a gap between high and low players. There is also always a gap between highend and highend players. I rly don't see a big problem right now. Several groups of several guilds cleared SK (in less than 3 days... Imagine you need months). So it cannot be to hard. Be honest ppl. If we have had the situation, that only 1 group is able to do after several weeks, then you can say it is to hard. Where are we going if ppl saying to hard and give up after less than 1 day? I have no words for such behavior. Nobody said such things about the worldboss. The guilds needed several months to do it

    Hi,


    In my opinion some bosses should like they are right now. If you want a good gameplay for most ppl, there should be playable events and the possibilty to skip events with good damage. Otherwise why should ppl so high gear and weapons? Playable events= for all; skipable with damage = for high end good players. But there should also be non skipable bosses like the endboss regin. Endbosses should always do events at a certain Point.


    If you want events at fixed points for every boss, look at rofl and tell me how fair the endboss is. It is only depending on luck with low groups.


    In my opinion most of the instance is fine as it is. Maybe b1 can do a bit lower damage for lower players (don't know the values of boss, but with strong dps a red gear tank with few dps Chain parts is enough. But I think at a certain Point even gold gear is not enough)


    Following the logic, we want a more difficult instance for others but not for ourselves ... Bravo!

    Just saying I would prefer an ultra hard instance for myself. For example rofl: Endboss should not be possible to kite and mob phases should be 20 times (every 5%). Would be cool and hard in my opinion and for me, but not possible to do the boss for most groups.

    Just get in mind that players like us want a very hard challenge or the benefit of skip some time/event if you do good damage. I prefer to not waste to much time in an instance, otherwise everyone don't need to use any food and other things o.o


    @b2: the most difficult part were the pets I guess, bcs ppl didnt know that pets didnt exist at lvl 50 and yusalien includes pets in the event.

    And for small guilds there is an easy solution. For example let the classes give the old buff below a certain wisdom threshold. But I guess this isnt the answer and totally the opposite of the reason, why the healer got these changes

    This is a good option, however what I mean is that in high instances some dps may not let healers run with a certain amount of wisdom or very little, that is why it can take away chances for those just starting out .

    Really? Then those dps are stupid. I ran some days ago with a 40k patk buff. who cares. everyone get the same buff :D

    :?: :?: :?:

    I never said such things. Stop telling something, that I never said. I like the healer changes, that buffs benefit from wisdom. Please read carefully what others writing here

    I think you should read well or it will be that the language barrier does not allow us to understand each other well

    idc about the buffs. I never said healers are forced to use wisdom now oO. Healers can build more defensive or full wisdom. what is the problem? it's like every dps. full patk/matk or not. Nearly everyone choosing full patk/matk. Where are missing opportunities?


    I cite myself

    And for small guilds there is an easy solution. For example let the classes give the old buff below a certain wisdom threshold. But I guess this isnt the answer and totally the opposite of the reason, why the healer got these changes

    There are so many solution and so many options for ppl building a gear.

    same like dps? anyone were angry about new dps players doing low dmg? Why should ppl be angry about healer buffs? If a healer has low gear and the dps are angry, they should send all stats and clean stones to the healer :D

    why remove opportunities? or is it that they only want to play between 10 people on the server? It is not bad that the buffos benefit from the wisdom of the healer but it seems disproportionate, or would you like to have healers with enough wisdom so that you have maximum dps?why remove opportunities? or is it that they only want to play between 10 people on the server? It is not bad that the buffos benefit from the wisdom of the healer but it seems disproportionate, or would you like to have healers with enough wisdom so that you have maximum dps?

    :?: :?: :?:

    I never said such things. Stop telling something, that I never said. I like the healer changes, that buffs benefit from wisdom. Please read carefully what others writing here

    Don't know if you mean me. But fun fact. With higher tiered gear, the old healer buffs are better. So personally for me: I would prefer old buffs for my gear, because the difference to other players with lower gear is bigger. Now with new buffs it doesnt matter if you have t10 or t14 gear.


    And for small guilds there is an easy solution. For example let the classes give the old buff below a certain wisdom threshold. But I guess this isnt the answer and totally the opposite of the reason, why the healer got these changes

    You really want to criticize my opinion, because I say "I / My opinion"? Nice job bro, nice bro.

    It is ironic that you calculate everything to buy in AH instead of farm. That way, you don't need any diamond for stats and gear. Cool isn't it? Everyone can do that. An awesome fact! :O

    Ok and now tell me, what do you think how high does the patt buff need to be to reach the same level as before and calculate which stats u need for that thanks.

    nah fam. do that yourself. :P In all seriousness though: my argument is an economical one. Healers with the same amount of investment as typical dps will have a lower return on investment than before, unless they are fully geared, fully statted - then it will be higher.

    Even a patk buff of 110k patk /matk for nowadays endgame dps, are quite even with the old 18% buff... now think about how much wisdom you need fullbuffed (pls don't try unbuffed xD)


    I don't think that healers don't like the changes in general. Now back to topic in this thread

    I don't know where these prices come from, but not from AH of the Paradise server. oO

    Furthermore: Why always ppl calculating with prices (yours from maybe january 2021). Just farm it yourself. took more time yes, but hey, take your time for the game.


    Furthermore: you only reference with leather, not with for example mdps (I wonder why xD)


    And the "I" in "I would always prefer flat patk values" does not coming from too long endgame. It comes from my mathematical skills and damage formulas, which I calculate maybe more often than the average player here.


    P.S.: Do not trust any statistics that you have not falsified yourself


    Greetings

    same like dps? anyone were angry about new dps players doing low dmg? Why should ppl be angry about healer buffs? If a healer has low gear and the dps are angry, they should send all stats and clean stones to the healer :D

    It's the same issue as with the dreaded 30% nerf: It fucks over those that hadn't had the chance to build up harder than those who had. It disproportionately affects the starters.

    Why? I already prefer flat values for patk buff. It is always better than %-patk., but for new healers in highend guild. But that shouldn't be a problem. New guilds doesn't have a negative effect.

    Only the druid buff is lower than before, but the patk buff compensate it. please tell in detail why it should dispropertionately affects starters? And make sure in the calculation, that all players have same level and not 1 is full golden rofl, the other tikal statted.


    Greetings

    The change they made seems good to me, but it takes away the opportunity to appeal to healers with little knowledge or who are just starting out, I suppose that nobody will want to enter the game and spend 1k euros on the first day, they should review and do that be intermediate

    same like dps? anyone were angry about new dps players doing low dmg? Why should ppl be angry about healer buffs? If a healer has low gear and the dps are angry, they should send all stats and clean stones to the healer :D

    For example nerf the damage output of the

    Dr/wl & s/w with 40%-50%
    All other good dps classes with 25%-35%
    The remaining mages with 10%-15%

    You know that mages are still top dps? Oo ever played with a good mage in the group? Only think where mages are not top is 2-3 second burst single target as in your example.


    If you want nerf damage output, take a look on support classes, bcs most of raid damage coming from them.


    For example (after the nice healer changes! Ty for it!)

    WL/m is mainly a support. You can let 6% buff scale with wisdom or heal bonus like surge of awarenes could scale with wisdom or heal bonus for example. Some support skills of the class scale with heal bonus


    Warrior/priest: let the HP/crit buff and the buff from berserk scale with strength. Warrior/priest is still a dps and can do damage.


    Champ/druid: let knowledge of destruction and the patk/matk buff scale with stamina (for Tank/shield form) and/or strength. This class is a good dps!


    Scout/priest: let raid dmg buff and attackspeed buff scale with dex/str or dex only. This class is still a good dps!


    Mage/warlock: no change needed. Forgotten black Magic was changed in the past, that it scales with matk. 👍 For it


    These are just a few thoughts. The supporter classes should be more integrated. I often see classes like ch/d, w/p and s/p played in cloth gear doing nothing else but using 2 skills every few minutes 🙈


    Greetings

    We adjusted the settings a bit, so it should be better for players using multiple accounts.

    Please always try to log in characters one by one, to avoid issues.

    Is going back to character selection screen counting as "login" too? I mostly had he issues while going back to character selection screen with more than 1 Account

    In general, I do not understand why make a hodgepodge of skills in the Druid and the Priest. Each class should be in demand and individual. And the dependence of the buff on the amount of wisdom is also nonsense, cut off beginners and not yet sharpened to fulla players. This is my personal opinion, do not throw rags). Sorry for my translation)

    Why does it cut off beginners? With old patk-buff, a low guild with players, let's say around 700k patk buffed, get 18% bonus. so it would be 826k patk. Now, with new patk buff, even the low healer can buff something around 70-80k and that is even more, than the old 18%, because all %-bonus from guild towers, house maids and so on are working on the patk from priest now.

    Overall it was a slight boost of patk. Only the druids give a little bit less than before, but that's ok bcs of the new patk buff


    Greetings