Posts by xLutinex
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3x "B" zu kaufen ist nur für platin prestige gedacht. Jede Prestige Stufe benötigt unterschiedliche viele "A" Käufe, um den Balken zu füllen
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Hello,
in dreamland dps classes can get attack amulets (and healers could get castspeed amulets).
What about tank amulets? there are atm 2 amulets with pdef (ID 221396) and mdef (ID 221397), which lasts for 10 seconds with 45 seconds CD. not sooo useless imho.
the pdef one could be useful, if you change it to have a longer uptime. Then a champion tank could use that and stack more pdef for better group survivability.
Or maybe you will have any other cool stuff for tanks
Greetings
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This card is coming from a chest, yes.
Greetings
then it does not drop. we didnt had the card until now at all. can you check if this card dropped in any group in the last 2-3 weeks?
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Hello,
the cards with the ID 778342 (Wrestler Mirage) isn't dropping anymore as far as we observed.
Furthermore, since it doesn't drop anymore, also the mob "Magic Mirage" doesn't spawn anymore and therefore the card ID 778341 cannot drop
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Hello,
at the moment it's not possible that more than one guild register for siege war.
Please fix.
Thank you
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Greetings,
Do you want to have some sort of "template attributes" that you can save and apply to next cards?
Hi Rake,
what about improving "rerolling" second/third/fourth deck?
Imagine you have over 2k cards and want to set all attributes in an additional deck. it's like to injure your hand to click all stuff one by one o.o
Hi,
for example this yes, or a "bulk change" to all cards in the deck, which haven't set to specific attributes.
Example:
Deck 1 has 2000 cards with all rolled to stamina/dex/strength/patk. All card maxed or 5 stars
Deck 2 then has also 2000 cards available, but you only had set 1000 cards to for example "stamina/wisdom/HP/pdef". The other 1000 cards don't have any attributes set. Now it would be nice to bulk change all left cards, that has no attributes set, to "stamina/wisdom/HP/pdef" with the least costs (this example needs 25 dias for every attribute to set). Or the bulk change should only be available for cards, that have matching attributes to change to the target attributes for 25d each
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Greetings
I have a suggestion regarding cards, which have been maxed with diamonds.
I suggest that if you have maxed the values of a card with diamonds once, the value stays maxed even if you reroll the attribute.
This would benefit players, that e.g. switch classes while not having maxed out one deck. Or if a player finds out that HP is for new content better than def and he has to reroll it.
Greetings.
We are currently working on global changes to the monster card enhancement systems and cannot consider this possibility as it may conflict with future changes. But rest assured that this issue will be partially resolved in favour of players.
Hi Rake,
what about improving "rerolling" second/third/fourth deck?
Imagine you have over 2k cards and want to set all attributes in an additional deck. it's like to injure your hand to click all stuff one by one o.o
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The combination of Threaten and Traces of the Cross Sword reduce the parties damage taken by roughly 65%.
I hope you also considering min maxing, where a raid has 3 tanks which results in unkillable party 😉
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G'day,
It has already been decided to increase it back up to 6% and we will continue to fine tune these auras (this includes GoL). Feedback is appreciated.
Hooroo,
Brontes
That is why I thought about exclusive functions from threaten, champ def and warden HP
Hi tank community,
what does other tanks think about this change?
- Reduced Protection of Nature HP share to 4% from 8%.
Compared to Knights threaten + new Grace of Life, it seems that the 4% is too low.
We tested yesterday in orkham and a dps closely survived the electrocute hit from mobs. With a knight tank, they also survive a hit. Now with the nerf to 4%, you literally die again with warden tank (yes, you can interrupt, but it is for testing purpose).
I know it is hard to balance and 8% + threaten from knight dps would be insane. Hence my suggestion:
- Increase ratio back to 8% and change it to be only share if spirit of the oak is summoned
- Change knight threaten for dps knight classes, that it does not reduce attack power of enemies
- Change w/p debuff that it does not apply any debuff on enemies, if you have a warden or champ tank (with Warrior, warlock and rogue tank it is still usefull)
Greetings
Then just interrupt electrocute hit. Warden is not equal knight class, why do you think, that dps must be survive after cast with warden tank in party? Warden have overpowered stuns, use it and all will be okay. 4% its okay now, i think. Developers said me: "Warden is designed to be stun tank". Let it stay that way.
You just read "for testing purpose"?
And you should know, that you cannot interrupt everything. Some skills just cannot be interrupted and instants btw cannot be by design.
Don't be so ignorant in purpose of making tank classes equal for the raid. Stuns doesnt help you, if targets cannot be stunned or interrupted:)
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Hi tank community,
what does other tanks think about this change?
- Reduced Protection of Nature HP share to 4% from 8%.
Compared to Knights threaten + new Grace of Life, it seems that the 4% is too low.
We tested yesterday in orkham and a dps closely survived the electrocute hit from mobs. With a knight tank, they also survive a hit. Now with the nerf to 4%, you literally die again with warden tank (yes, you can interrupt, but it is for testing purpose).
I know it is hard to balance and 8% + threaten from knight dps would be insane. Hence my suggestion:
- Increase ratio back to 8% and change it to be only share if spirit of the oak is summoned
- Change knight threaten for dps knight classes, that it does not reduce attack power of enemies
- Change w/p debuff that it does not apply any debuff on enemies, if you have a warden or champ tank (with Warrior, warlock and rogue tank it is still usefull)
Greetings
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Hi,
in the current state of the tanks, the knight tank is by far outplaying every other tank.
Don't get me wrong, I like the fact/idea, that the Knight class itself should be the best tank, because it is a pure tank class in general.
But in the current state of "Threaten" and "Traces of the Cross Sword", the gap is really huge. Therefor I still suggest a second Orkham plate glove with a Threaten effect. (maybe only 75% of the strength?).
Furthermore I suggest for the Champ/Knight:
Change skill ID 1490549 that it will change "Rune Overload" to cost mana instead of rage per second and add a stamina multiplier on the dmg of 0.5 - 1.
Greetings
Hi,
Once again to Lutine's suggestion.
First of all, like Lutine, I think the idea is that the knight is a pure tank and that he is at the “top”.
At the moment it looks like no matter which champion combination you have as a tank, as long as you are not equipped in the high end, you hardly have a chance as a tank. The aggro buildup is just way too slow.
There are several different ways to adjust this.
Lutine's idea is good in itself, but all in all it won't change the current situation much. So I have several suggestions.
My suggestions would be:
ID: 498572 (rune overload) gets a stamina multiplier of about 0.5
ID: 498533 (rune energy supply) gets a higher aggro value (knights in base form have much more than a champion)
ID: 1491756 (hammer blow) gets a smaller cooldown when the skill ID: 498562 (shield form) is reduced by maybe 5 seconds.
ID: 498529 (Runic Pulse) should get a slightly higher aggro rating as it is pretty useless.
ID: 498521 (Heavy Strike) should perhaps get an aggro multiplier
ID: 498531 (Fearless Strike) should perhaps not do more damage when the skill ID: 498562 (Shield Form) is active with 30% remaining HP but generally increase aggro.
These are just a few suggestions on how to make the champion a little more playable as a tank. He should at least be playable enough to be useful with the gear of the appropriate ini.
I hope my ideas are well received and you can soon play better as a champion tank again.
MfG
Bemeet
In my opinion all tank classes should get an attribute multiplier on their skills, like many other classes has.
It doesnt need to be always stamina, but in most cases the simplest and easiest solution for aggro problems.
Knight/druid for example has a skill with wisdom multiplier and it makes a huge difference on that skill if you use wisdom transfo potion or not
Better gear on dps -> more aggro/dmg
Better gear on tanks -> same aggro, just more HP/def
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Hi,
is the title ID 532344 possible to receive? O.O
I mean there seems to be no hint at all.
Same with the title ID 532341. killing Iron Maidens does nothing. Burst boss without iron maidens does nothing.
People need to get any kind of clue how to achieve things or get frustrated at some time
Greetings
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From 300 to 1000 slots, the daily cost prices got around 55% discount. The slot unlock cost is also 71% cheaper. We think this will allow the biggest majority of the players to have the chance to play with the system and create bigger houses that fulfill their wishes.
And now please an example how much more you pay let's say for 180 slots like mentioned above
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Now I have to pay 5k/day. Seems like a little overkill.
5k per day? That's really insane! Lemme check how much I got...
the problem is, that you had to pay much much less before, if you for example only had 100 furnitures
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Aspect one.
-teammate: buff pls.
Yeah its first what he say. Its true, he can do more dps to kill something. Priest have many buffs, here need a table ranking in this aspect.just a question: do you calculate with orkham weapons? If yes, why is p/r ranked so low in buffs? p/r has by far the strongest attack buff of all priests bcs of 2 weapons with %-wisdom
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Hello,
there are several cards in Grafu Awakened that are not dropping, because mobs never get killed, are vanishing or don't have loot at all
Following cards are:
- 778334
- 778325
- 778324 ( I guess here was something changed, that it doesn't get the card. maybe bcs of the chest?)
- 778340
- 778311
- 778335
- 778341
- 778342
- 778339
- 778338
- 778313
- 778336
- 778337
- 778312
- 778310
Greetings
Hello
Some of these are obtainable, and were already obtained by players. Some we will review.
Greetings
yes we also obtained 778324 some weeks ago, before several changes.
The problem is, all those cards don't drop in the current state by just killing the mobs/bosses.
So, it is more or less irrelevant, if players in past (even us) got 1 card. the current state is what matters for players
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Hello,
there are several cards in Grafu Awakened that are not dropping, because mobs never get killed, are vanishing or don't have loot at all
Following cards are:
- 778334
- 778325
- 778324 ( I guess here was something changed, that it doesn't get the card. maybe bcs of the chest?)
- 778340
- 778311
- 778335
- 778341
- 778342
- 778339
- 778338
- 778313
- 778336
- 778337
- 778312
- 778310
Greetings
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What exactly do you mean with "server drop rates" ?
Base drop chance for new cards ar elike
green 1% ==> max 10%, so with 1000% drop bonus from buffs/pet/potions etc. will give a max 10% drop rate, correct ?
blue 2% ==> max 20% so with 1000% drop rate bonsu will givethis ? In practise, this also caps aout at 10% i think, never ever get to 20%.
and what exactly are server drop rates in this regard ?
blue cards are not always "elite" mobs. the percentages are based on monster type, not card rarity
that are server rates
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Regarding:
- Fixed server drop rate bonuses weren’t removed from obtaining new system monster cards.
it is now really really bad getting cards. full grafu run with around 1200 drop rate and around 10 cards in total by so many mobs and bosses? :O
please check and adjust.
Greetings
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Reduced offensive attributes of Insidious Bears during Annelia fightReduced damage of Quick Claw Swipe Dot.Finally Chain gear can tank again? x.xIt was supposed to tank with 2 Tanks in original form and I could even tanked both bears before nerf now x.x boring tank instance again.I don't know, but the only interesting part as a tank is "how much can I survive". Ask other real tanks that love tankingDeleted bcs I can't read english very well
Reason for immune is due to fixing issues with how mobs were originally aggroing to meat (Or often not in the past). We want players to engage with tactic, rather then skipping this and instead allowing tank to replace the meat. Currently there is no plans to change this.
Event is not accurate enough. Mobs ignore food. Waves spawning faster than food is respawned. Mobs has eaten food before all were close together. It is luck based atm and a kiting fiesta
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Hello,
I guess the tank artefact is kinda weird / not really usefull.
- Especially as knight with ISS, you absorb a lot of dmg and don't get stacks.
- on mobbing / trashing the buff is not triggered on all dmg instances. for example it seems that mob skills does not trigger it, only auto attack. it's really really rare up
- if the use of the artefact is for more aggro -> for burst it is even useless, bcs you literally have 0 stacks for first ~10-15 seconds and they disappear fast. You dodge quite often
- Incoming damage to buff conversion only 10% -> maybe increase?
maybe a slight change is needed on any of those points to make it usefull. I guess the intention was more aggro for tanks? While jumping in and initiating combats, you don't have any benefit. Mobs getting stunned and mostly you have no benefit in a full trash fight, especially as knight
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I know, I tried all.
My info is for all who still have problems to fix it
Can you provide steps to reproduce the issue?
Greetings
Sadly no. It was patching 11.1.2.1000 and problem exists even with no addon and interface resetting in launcher.
The actionbar behavior was also, that they always move together, if I move 1. that was weird.
But as it is a problem which occured after patching and login, without any action from my side, I cannot say how to reproduce sadly. I just can give a workaround for ppl who still have that problem
Edit: What I did not tried is a complete deinstall and reinstall of the game, but as long as the workaround works for me, I don't want to do that
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Visual Changes
- Action Bars: Fixed bars were resetting position.
Doesn't work.
The Workaround what works is the following:
- searching ActionbarFrame Positions in savevariables.lua
- write a lua function that set actionbar frame position like following for all actionbars:
- _G["MainActionBarFrame"]:ClearAllAnchors();
_G["MainActionBarFrame"]:SetAnchor("BOTTOMRIGHT", "BOTTOMRIGHT", "UIParent", X, Y);
- _G["MainActionBarFrame"]:ClearAllAnchors();
- Register Event "LOADING_END" and "UPDATE_PARALLEL" to fix actionbar position after login and after channel changing
- if (event == "LOADING_END" or event == "UPDATE_PARALLEL") then
CallMyFunctionToPositionActionbars()
end
- if (event == "LOADING_END" or event == "UPDATE_PARALLEL") then
Greetings
Hello
Please ensure you're patched to last game version (11.1.2.1002). Our team were unable to reproduce any further issues. You may also try the interface button "Restore interface to defaults", which will restore frame positions to default.
Greetings
I know, I tried all.
My info is for all who still have problems to fix it