Posts by Ryzek

    Regarding the music change with the latest patches.


    The new music bar is a good QoL change, thumbs up.


    However, now you are even often interrupted standing around with no incoming damage, no damage dealt, no debuffs etc. Something is definitely not working as intended. I also couldn't figure out yet if it's the incoming healing that interrupts the music. Definitely the change doesn't feel sophisticated yet. It would be nice if it could be looked at again. Maybe other players have similar problems and could share their experiences here.


    Greetings

    I agree with you in terms of Newbies, but the point, that you mention to give an opportunity to fight off boredom is ridiculous. The game is already developing into "grind" gamestyle with the gold and card farm topic. There is definitely no point of boredom. And as mentioned above, if you remove the costs of the guild castle towers, you still have ISS costs, Crafting costs (buff food, artefact, robot, etc), Rune costs for extract, Card stone costs for upgrades, fusion stones for tier stone farming and all other things I did not think of now. You would just remove the daily costs for players who run a lot of instances, but they would still need tons of gold for the mentioned things.

    robopoke Please don't get me wrong, but the 18kk gold for the 3 buffs is simply not justifiable. Some people get them 2 or 3 times a day (that's not standard for everyone, I am aware about that) and the gold costs explode. I think you should take into consideration that if you already have level X towers, you can use them and don't have to pay again. I think that only affects most end-game players and guilds anyway. Moreover, this proposal should not affect newbies in any way, it would only be about the gold for the guild castle buffs, which the players would then no longer have to spend.


    I would like to mention again that the goal of the gold adjustments was to fight gold inflation. That is absolutely right and must be taken into account. Don't let me lie, since the beginning of the server here, there has been little emphasis or eye on the gold policy, because before the adjustments, you could do everything with diamonds anyway. What I'm getting at is, that now you haven't looked at gold for years and now you just have to look at every single piece of gold. What may have gone wrong over the years, you shouldn't be able to work it out in a few months, I guess.


    You could also say that you're slowly fighting inflation, making gold adjustments accordingly and still granting players the supposedly same gaming experience and don't have to pay attention to every piece of gold.


    With the gold adjustments, neither:

    - Guild castle buffs were reduced

    - ISS costs were reduced

    - Crafting costs (buff food, artefact, robot, etc) were reduced

    - Rune costs for extract were reduced

    - Card stone costs for upgrades were reduced

    - fusion stones for tier stone farming were reduced

    - Atlas minigame entry limited instead of retained

    - and all other things I did not think of now


    Reduce does not mean remove, because this way gold still retains its value for many things and newbies could continue to benefit from it, of course all other players as well.


    There are so many good ideas about gold adjustments and it would be really desirable if another eye could be turned to them. At least from our guild I can confirm that 95% are annoyed by gold every day. This is certainly also the case in other guilds and with other players, as you can read. I mean, even the richest player on the server AKATZUKI has no gold --> [12:50:38] [Welt] [Akatzuki]: WTB[Gold]

    Hey, please just remove the cost of the guild castle buffs. First of all, you invest a million dias to make all 3 towers to 10 and then it costs 6kk gold per buff. You spend at least half an hour farming gold every day to get all 3 level X buffs once. That's really no fun - you want to run instances and have to spend half an hour farming gold beforehand. In general, I hope for adjustments to the gold policy, because it's definitely not fun like that.

    Hello.


    At last boss there occurs the known client-closing-problem. As in Discord was already mentioned by a DEV, it probably is a client-side problem. Today in 5 runs as Tank and yesterday as well, I always obtained a client close after the Anelia event when the boss starts its cast. Notice, that today noone else had the issue with almost the same players in those runs. It really seems to me, that it is not only client based but anything else what's causing this issue. It is improbable, that only my client always terminate. Maybe you could take a deeper look into it.


    Greetings.

    A few thoughts on Warrior/Priest:


    The class brings many support buffs for the group and has good single target and aoe damage. However, you often have 0 mana and 0 rage despite Phirius Injector and Bloodrage on cooldown due to Barbarian battle cry. And I played with Katana. Also, it takes too long in the fast meta in single target that you can use the skill Opportunity continuously.


    Some ideas that could make the class more enjoyable:


    - Remove 1% mana and 3 rage deduction of Barbarian battle cry

    - Make Interruption Strike a non-gcd skill


    Greetings

    just a small comparison in dc from our today's run: https://gyazo.com/eda376092ceb2829041112c0f8eb7369

    DPS have nearly equal gear state xD


    Greetings

    Maybe if some people would beat more than 5kk dps then warden would have worse numbers? :D

    Just loud thinking, when I don't heal at max concentration or when Im afk some time, the other heal have better healing than me, thats like normal thing I guess but could be wrong

    I can tell you, no one was afk or able to do more damage in this run. We also made the observation, that some melee dps can't do any damage because the warden pets just one shot mobs in certain passages. The instance also does not allow any player to go afk if you want to finish in 60 minutes. Ehmm but as you told, maybe in your runs it is ok to go afk in an instance run or be semi-active. But in the posted screen all ppl were active all over the whole run.


    Hi!

    Looking at the results of your flight, I have mixed feelings about whether the warden is so powerful. I can only compare my guild flights and looking at the average results, I would think that the warden does not need any changes. Of course, I can be wrong, and it can only be checked by some kind of joint rally.

    And I don't mean that someone is beating badly, it's just that in certain team settings some clans have time to accelerate and in others not.

    Greetings

    I agree with you and as with any class it depends on the player whether the class is strong or weak. Even with us, not every warden player is ranked 1st in scruti. But honestly, that's up to the player and really every warden is just too strong in DC (at least the physical ones) according to my tests.


    It's a question of balancing: Do you balance according to the amount of players or according to individual players who say: This class is too strong, this one, this one, ...? But that's up to Byte. Have fun with it :).


    Greetings

    You had to intentionally obtain card again in new system.


    Greetings

    Sorry but for this statement alone it makes the card system even worse than it already was since the change of lower costs with higher stars. Why you simply punish players for farming all cards before the new system, when they did not know that they have to farm all cards again one year later. Just explain me how you came to such an intention of this for your toxic community. I really hope you have to farm cards like Anselve; Boedem; Aisha; frost snowman king and so on again by yourself as well.


    Jokes apart. This really has to be changed please.


    Greetings

    Hey,


    champion:

    I noticed in the last two days, that apparently rune pulse has an aggro multiplier in disassembly mode as well. Can you take a look into it please ?


    Edit: At least the generated aggro is way higher than it actually can be according to the percentages in the character frame.

    Greetings

    Hello, I really like in general the idea of your Newcomers rework and your current ideas are very good. :thumbup:


    Maybe I can add some interesting points.


    First:


    How about a Newbie Guild or at least a Newbie-Channel for everyone who is new in the game. Something where new players can exchange "beginner" questions and answers about quests/mechanics or things which are in the tutorials not listed with another players who maybe made the one or other experience before and help each other. If someone is a bit more experienced and ready to leave the Guild/channel it is up to him. Could imagine such thing would be useful and strength the newbies among themselves.


    Second:


    Don't know if you already thought about my next idea in this point:

    • Information about new possibilities while reaching new level.

    Nevertheless it would be surely nice for new players to have something similar to a structured guide until the point they know the most important game mechanics and how they can continue in the following. I am currently not sure when a player reached this point or whether at all it is possible to reach this point for a newcomer without help of experienced players. There are simply to much game mechanics^^. Additionally I think it is important to find a way with a guide which includes help for all "types" of players. I mean, not everyone want or can play 24/7 this game, so therefore it would be cool, no matter if a newbie plays the game for fun, the mid game or end game strives for, all information for everyone shpuld be included. Don't know how your plans are so far with instant levelling to Level 80. But I would delete it with the newcomers rework, because firstly the exp rates are very high and you also can level up with quests or farm high level mobs in the future. And not to forget the experience modificator xD. There are enough possiblities to reach max level or reach it as slow as in Runes of Magic. I'm sure as well that if I hadn't played Runes of Magic for several years before and gotten help from other experienced players as a newbie, I would have stopped playing immediately. So I see help e.g. through a guide as a necessary point for the newcomers rework.


    For example create a To-Do-List as a guide for all players and leaves it to them to decide whether or not to use it. So not only newbies can benefit of this guide but everyone. I mean the game offers thousands of possibilities to improve the own character. Even for endgame players such a list would be really cool.


    Here is a template of what such a to-do-list could look like:


    ⬜Level 1: Discover the tutorial zone and and get to know the first mechanics of the game.

    ⬜.... (if done, green tick in the white square :D)

    ⬜....

    ⬜Level 20: Go to "XYZ" and learn a secondary class. "XYZ" will explain you the unique dual class system.

    ⬜Level 105: Level up your Gun to level 285. You already reached 264/285.


    This is just a simple example which needs more informations and details for beginners but I think players can keep an eye on what they have to do or can continue.



    Next:

    • Tutorial instance that explains combat mechanics.

    I think this is one of the most important things to reconsider. For me this point also includes skill book, skills, item set skills, title skills, cooldowns, explanations about skills with global cooldown or not and what I all forgot to mention. In my opinion the most players here play the game because of pve and perhaps pvp. I am also aware that with the new housing system and in the future crafting a new part of role play gets implemented and such players must not be disregarded. But almost all here works to use the combat mechanics for a reward and the pve system just makes a lot of fun. So you can add hints to skills for newbies how to use them and if they discovered the dual class system + item set skills maybe it is then possible to develop guides for classes to give the players a brief insight into how to play this class and so on. However, this is only possible within the framework of class balancing and class changes.

    Since I play here I don't know anyone who started playing as a tank, because playing tank correctly is very hard. And this is also valid for endgame players so what should new players tell you. Just check death rates in IDK or Dark Core. Not all deaths are on the tank of course, but it is within the large realm of possibility that the tank will save the group from dying. And it is certainly not in the interest of a newbie if he has chosen as a class "tank", then he certainly does not want to be accused by the group all the time of killing the raid, if doing anything wrong. That is why instructions and practicing at a place for classes could be useful for newcomers as well imo.


    Gameplay experience:


    I think almost all who play here, are using addons. And yes in the launcher some of them are provided for everyone, but as a newbie the first dedication is not just any helpful addons that are important for gameplay, but play on the game. Perhaps the DEV team can consult which addons are important for newcomers and provide them as utilities for everyone. This definitely benefits the gaming experience. In the past, TooltipIDs, WoWmap and (Yacit <-- card addon) have already been implemented, which brings advantages for all players.

    My experience also tells me that in order to get ahead in this game, you either invest a lot of time or money. Of course, one must not forget that CoA is a free-to-play MMORPG. Nevertheless, I would like it if newbies are rewarded for success. On the one hand, these could be item shop items, gold or diamonds, etc.

    I think that especially newcomers earn diamonds poorly at the beginning and are forced to invest if they want to be accepted into a guild or become better. A solution to this problem would also have to be found.


    So, these are my first ideas and impressions, hopefully some useful ones. More will surely follow.


    Greetings

    My report of the mob and card is not about ice dwarf kingdom but Bloody Gallery.

    Regarding Tank:


    If I remember right, there already was a suggestion to change "Explosion of the holy Might" to a 15 minute buff for the tank because with a duration of 30 seconds and a cooldown of 25 seconds you always have the buff up anyway. So why we always need to reclick it after 25 seconds. And with the current state you always waste a global cooldown. Additionally compared with Knight/Warlock this "Explosion" is modified to a 15 minute buff. So would be nice to see such a change as well for general tank classes.


    Greetings

    Hello,


    https://gyazo.com/9200a162aa75a8e8fc8463bd1b92df93 // screenshot of the debuff/stun


    sometimes it happens that the stun, i think from mob id: 101913 (don't remember the name or id) of the stun, does not run out and you are permanent stunned. 104 ISS for cleaning does not work because it is not visible for the other raid members. Only the one who has the debuff can see it. You lose the buff, if you leave the group and get ported out of the instace. Maybe you can take a look into it and fix.


    Greetings.

    Again regarding boss 4: My pet still died after the recent patch(es). But I noticed that the death of the pet happens at the 4 mini bosses (maybe one of the casts kill the pet) and not at the main boss directly if he is casting "whirlwind chop". Would be nice if you could check it again.


    Regarding Pangkor: Sometimes the debuff which can stack and reduces attack- and castspeed still appear after the boss fight on way to the last boss despite combat end and cleaning the debuff. Is this intented?


    Greetings

    For Boss 3, would it be possible to exclude the pets from the damage of the boss?


    If I noticed it right, while he is casting "whirlwind chop" and the pets are still attacking the boss, they always die. Would be awesome if you could benefit from the beneficial effects of your pet over the whole bossfight.


    Greetings :) :)

    • Added new Pet Daily Limit Reset Scroll – General Buff Pet that resets daily use limit of general buff pets.

    Currently the "old" reset scroll has been renamed to "Pet Daily Limit Reset Scroll - Zodiac & Draco" and resets apparently dracos and zodiacs as intented but is it possible that you forgot to add the new scroll to reset the generell buff pets? Checked the Item shop and did not find anything.


    • Implemented new craftings.

    Are we already able to deal with the new craftings, because we checked some zones for the instructors and IP things according to ingame descriptions etc., but don't know whether there are actually implemented and it is possible to play.


    Any informations regarding both points would be nice.


    Greetings

    I like the planned changes regarding the increase of weapon level experience boost. Since I could very well imagine that people would then buy VIP for e.g. 14 days, including for the golden weapon trainer, it would be great if the pet buff reset scroll for draco pets (id: 1243984) also resets the normal and golden weapon trainer buff. Currently the buff runs 4h once a day and that is long ofc, but it would be nice if you could reset it any number of times a day with the scroll.


    Greetings



    Hello,


    Card: https://gyazo.com/86b54bf6125240b7ffbb8c1ad386a589 is upgradeable after the latest patch, but is the only possible card of type: Unique Card for upgrading.


    For example, the Seawind Maga card is not upgradeable anymore. As far as I know it is not intented to upgrade Unique cards. So maybe you make the card not upgradeable again if it was not intented.


    Also if you want to increase star level you get the following message: https://gyazo.com/02c05c4927b4ef0394e1099452a7debe

    --> I am sure that is not intented.


    Maybe you can check it.


    Greetings

    A thought to a quality of life change:


    Since a lot of people farm Lost Abbey and other spots for blue and purple mats etc. I noticed that disenchanting cards can be annoying a bit and last a few minutes if your bag is full with 360 cards and the maximum of disenchanting are 20 cards.


    Maybe you can think about an option where you can decide to disenchant either:


    all cards in your bagpack

    all cards with 1 attribute

    all cards with 2 attributes or

    all cards with 3 attributes ...


    Maybe in the design of an Addon like the transmutor idk.


    Such a feature in the future would be really cool, avoid a lot of annoying clicking and could make mats farming a bit faster and more enjoyable.


    Greetings

    The prices are high, yes...but if they change the costs now, a lot of ppl who spend a huge amount of diamonds already (me included) would get very upset. Imo green and purple cards with 600 diamonds and 800 diamonds are really justified. Since you get more attributes overall from card system than from lv 13 runes (upgrade lv 12-->lv 13) with a lower price, the system is really profitable. And as already mentioned you dont need any time to farm, just max with diamonds if you want xD, at least for green and blue cards. For purple and orange cards, I also would farm them and dont max with dias because the prices of them are really high imo as well.

    Greetings