Posts by xLutinex

    I was asked about S/wrd I forgot.


    S/Wrd: 5.4% permanent dmg increase. 18.3% p-atk increase with 50% uptime. Entling Offering passively deals 50% dps on every hit with a cooldown of 2 sec after 30 hits done. Double Snipe for burst + charged chop. Possibility to use Snipe usefull in trash because of 0.5 sec cast time. additional AOE skills. Overall the single target burst potential is a bit higher than from S/D, but needs a little bit more time (so nothing for balton :D). Quite good AOE dmg overall because of elite skills (need to use a bit mana potions or have mana support), but entling offering is now more a decoration in AOE burst. With the 2 seconds cooldown phase after 30 hits, it would be a good idea to increase the dmg of entling offering to around 75-100% dps. That could be more balanced. Sadly the lvl 60 elite is a bit waste. It's only usefull in pvp but kinda useless in PvE


    Greetings

    to be honest. don't look only on your favorit class combi.

    For example Scout/Rogue. This class have nearly nothing compared to others.


    Scout/R vs S/W vs S/D

    Scout/R: 18.6% p-atk increase permanent. 6% dmg buff with 50% uptime. A poisonous bite which is like Combo Shot damage. permanent 12.4% attackspeed (which is not rly useful fullbuffed). A weak skill which increase critical dmg by 12% for 8 seconds. The additional damage over time of this class is to weak.


    S/W: 22.8% permanent p-atk increase with 34.2% critical damage increase. Permanent fast auto shots. 26.2% dmg increase with 50% uptime. 8% p-atk increase with ~40% uptime. 50% stronger snipe. a little bit p-atk increase bcs of 10% more str passive of warrior. And "endless" focus.


    S/D: Focus buff which permanent increase p-atk depending on your dmg (which is something around 10% I guess, depending on buffs). permanent 21% dmg increase with mana support. permanent 8% attackspeed (which is not rly usefull for full buffed). A little bit stronger snipe and a second strong skill.


    Depending on such compare, I would objectively say, that S/R is weak compared to the other 2 (I am only comparing between these 3 scout classes!).

    Scout/D is more dependent on mana support and profits more from higher gear.

    Scout/W has high p-atk values (even without crazy gear) and strong short time buffs.

    Scout/R would be strong in single target, if other scouts would do a Vampire Arrow on target, but that is a long forgotten dream tbh ^^.


    My feelings are: S/W > S/D > S/R, but the gap between S/D and S/R is bigger than S/W vs S/D


    Greetings

    I asked myself if anyone will ever report d/wl or if it will be noticed by the devs ^^. Also my thoughts, that the AOE and single target is insane. in sustain and burst. You don't lack of any dmg in any situation like for example mages have bad single target burst compared to scouts and rogues


    Edit: I guess your tests was with new golden talisman?

    Hi,


    "Target Lock" of Scout/warrior is a harmful effect, which is cancelled by clean of Priest. Can you change it, that it is not a harmful effect? :)


    Furthermore it seems the class is underperforming everywhere. Every scout and rogue seems to do more aoe (except r/wrl) and single damage. And it feels very very slow with the movespeed debuff of target lock :D

    Other opinions about S/W?


    Edit: Maybe it only depends on movespeed debuff

    Hi,


    maybe a reaction to this? Will this be fixed? Or is it intended how it works now?


    Greetings :)

    I don't like the idea with stars. You are really combining a lot of changes and the effect is the same. Still no one likes it. Make it so that a card once dropped can be used in 3 decks and, above all, reduce the price (the cost of making a card is the biggest problem of this system). Instead of giving new entertainment to players who try to maximize everything, it only causes frustration and reluctance to play. It should probably be the other way around :)

    I can spend diamonds on upgrading cards, but in a decent amount

    I dont have a problem with spending diamonds in card upgrade. but... the main problem is.... RNG if your PAY for something. if it is free (only ingame currency) I understand it, but give us the ability to pay for it to maximize the card without randomness luck casino effects. Nobody wants to go in a shop, paying 20$ and get a random amount goods

    wait what?

    I count minimum of 4 classes that playing with wand o.o. Look rogue/w (axe only for 1 class) or rogue/ch (hammer only for 1 class :D )

    You can be lucky as mdps. chain or leather needs multiple weapons for multiple classes to play. Even some weapons cannot be used except on 1 specific combination.

    If you want that the devs implement several version of 2h staff and wand for mdps, that you need specific weapon for specific class, count me in. I support this xD


    But tbh mages are lucky with only 2 weapons and I am strongly against making it possible "best in slot weapon" with only 2h staff or wand.

    Will the cost be lower in total than the current system? The current one is still very expensive even after the tweaks.

    In all of our past, current, and future changes, we try to make it not just cheap, but meaningful and fun. If players increase the stardom of the cards, then they will have a more enjoyable and easier process of improving the cards, as far as increasing the numerical values of the attributes.


    But please remember, RNG in any sense of the word remains as RNG. Some are lucky and some are not, but we will try to make it more accessible to most players.

    I doubt that this will be fun for players. Especially for new players it is more frustating/confusing imho.

    The best solution is always the simplest solution for the customer. It does not mean that this must be simple for developers.


    Example. Driving a vehicle with much power and complexity like a car, is just simple for customers. You have 3 pedals and a steering wheel to drive. The next evolution was only 2 pedals.

    Now they are working on autonomous driving.


    That means, a customer who is paying, want it simple, not complex/frustating or depending on luck. Paying and luck dependend always feels like scam. Like a casino.


    There is a rule for software development which should take care for customers too. KISS = keep it simple and stupid



    greetings

    Hi,


    confusion mechanism (Skill ID 498826) of rogue/champ is still spotting. And if it spots a target multiple times, sometimes the target (for example a boss) is having random aggro on random persons and the tank is not able to get aggro back. Even with spot not possible


    Maybe you can remove spot effect of this skill? (it was written in some patchnotes months ago, that the mechanism shouldn't spot anymore)


    Greetings

    And how you want to realize multi gear ppl with this system? Like madox said, it is a joke to farm all cards multiple times (and impossible for some cards)

    You have elemental resistances in your character screen. Afaik this is from the beginning of the game, where damage values were very low. These resistances absorbs the amount of damage if it meets the source. For example with 200 resistance you absorb 200 damage points. But mobs don't have such values afaik.

    The fact that light damage does more dmg in DN is false for me. Mobs in DN have very high defense values

    afaik there is no weakness vs elements.


    Dmg / attack question.

    In short it is absolutely based on your ADF


    ADF: ADF is based on (Attacker's PAttack) / (Receptor's PDefense) ratio


    Ratio ADF

    ratio < 0.2 -> 0.2

    if 0.2 < ratio < 1 -> ratio (for example 0.7)

    if ratio > 1 -> 2 - 1/ratio


    Have fun calculating for your values ^^

    In fact: different situations -> different food

    I think the same. RNG is a factor which I personally don't want, if I spend money. Therefore I can go in a casino.

    So can we expect, that the card system will have be RNG forever? This would be a very helpful information for some players


    I suggest another time: all 11 possible stats on a card. to avoid RNG implement an IS item which maximize all attributes on a card and make the card bound to player after use.

    my solution would be:

    - make all attributes possible on a card

    - implement an additional IS item, which will increase the attribute value of the card to the maximum. Cost of the item could be 1k? Dont know if it would be too less or much, but with ~2000 cards * 1000 diamonds = 2.000.000 you would need to upgrade all cards

    One additional point would be: maybe make a card bounded to the character, if such IS item is used for maximize a card