Posts by Byte

    Hallo,

    ich wollte nur mal sagen das ich echt enttäuscht bin das ihr den Magier jetzt so abgeschwächt habt,das es nicht mehr schön ist....wieso habt ihr nicht einfach die bosse angepasst oder vllt andere klassen angepasst anstatt immer wieder was abzuschwächen....ich habe sehr viel Geld reingesteckt um soweit zu kommen und dann sowas.....damit verkrault ihr die Leute die euch bezahlen und es macht auch keinen sinn sich weiter zu entwickeln wenn ihr immer wieder die klassen so stark abschwächt.


    Wie wäre es denn wenn ihr mal die klassen abschwächt die ihre aufgaben erfüllen sollen....wie z.B. der Priester/Kundi....kann nicht sein das diese klasse mehr schaden macht als manch andere DD´s,ein Priester ist zum Heilen da und nicht um schaden zu machen.....wieso kümmert ihr euch nicht darum das die klassen ihren aufgaben gerecht werden und schwächt DD´s ab anstatt andere lieber zu verstärken??

    Ich bestehe darauf das ihr die Skills beim Magier bitte wieder auf das Niveau zurücksetzt wie es vor 1-2 Patches davor war....andererseits verliert ihr leute was ihr euch nicht leisten könnt,das spiel bekommt nicht soviele neue spieler das ihr auf die spieler verzichten könnt die euch immer wieder bezahlen!

    BITTE NEHMT DIESES THREAD ERNST!!! DANKE

    Currently magical classes are being overhauled through % Magical Damage formula changes, reason is to unify them to have similar scaling as physical classes. Thus, some classes may overperform while some can suffer, compared to other magical classes. Rebalance will require alot of player feedbacks so feel free to provide data about classes you are concerned about; for that you can use forum or our suggestion system.


    There will be further changes to unify & balance magical classes with physicals in next patches.

    Greetings

    Balance is mostly done within the class combinations first, and its balanced globally, not per subclass, to compete with other equipment types. However it had slow progress due to lack of enough feedback and data received recently.

    Collaborators can actively discuss with other collaborators & designers in real time, there is no chance a critical feedback message is ignored because it is not reviewed by one or two person. If your guild has a class collaborator, they can forward your collected data and comparison to the related chat, or as I said, anyone who is actively gathering class data can be a class collaborator.


    Some classes are intentionally being kept the way they currently are to give them a character rather than making every one of them the same structure eventually, such as Scout/Knight. There was a live (without patch) change for Bard/Scout last week to improve its single target Focus management already.

    "Magical classes performing well with relatively worse gear" issue will be investigated further; its currently inevitable due to magical damage scaling is being linear while physical damage is not.


    Greetings

    Thank you for sharing this.


    We can't observe every class after every patch so changes are mostly coming from very few feedback we receive and limited observations. From valid feedbacks, classes can be adjusted in real-time without any maintenance; this means if there is a serious problem you notice in class balance after a patch, you can share it in forum, or tell it to a GM if you do not want to share it in community and we can check & adjust it quickly.


    Alternatively, you can apply for being class collaborator and share you and your guild members' thoughts directly with class designers among our team in real time.


    Greetings

    Despite this, the player entered the valuable / special reward cooldown because of this item and will now be unable to receive another special reward for several days.

    There is no such limitation in our current reward system.

    There might be changes to reward pool categorization in the future.


    Greetings

    Raid Boss progression is tied to your raid as higher priority, then your players own solo progress. If you join a raid that didn't participate to raid boss, it will disallow you to get the reward. In this case you can just leave raid and click to the chest.


    Greetings

    Please make sure you don't have any obsolete addon that produces UI errors in bug frame. (/bug)


    Also you could check if problem persists when you disable cast warning indicators in game settings. (settings->controls->cast warnings), it is less likely, as these are optimizated with recent client patch.


    Greetings

    Yes its intended. NPCs will lose this effect if they die, or they leave combat. Making this work differently just for lv20-24 characters specifically for Itnal Camp NPCs is a niche scenario.


    Greetings

    You can use The Devourer (1491130) to use* all of your own Deadly Magic stacks on a target. This debuff has unlimited amount of duration and is intended behaviour.


    Reason is to allow class to keep its burst ability sustainable on bosses that has phase delays, so boss will keep stacks on itself even if you get a time interval that you can't deal damage to the boss.


    Greetings

    This is visual tooltip problem, will be fixed with next patch. However cast time of Puzzlement will be always visible to indicate skill will gain cast time damage multiplier eventhough its instantly casted.


    Greetings

    You dont need to be really close to the spot as long as you look towards them.


    Regardless, if you find such not-usable spots, feel free to share their coordinates as well so their location can be corrected later.


    Greetings

    so the game allows you to use this kind of method

    Game also allows you to create addons and combat engines, we have full control over these but instead of blocking it our direction is towards promoting manual play. Any change that will help making manual play less-hindersome is welcome in this case.


    Again, all these stuff can be simplified gradually so both combat engines and manual gameplay will be viable eventually. This won't be an instant change, but a progress that will be done over months so there may be some easy classes that are purely designed by considering it will be played with no combat engine.


    Greetings

    we have legal automatization in game

    First of all, we do not allow any kind of automation (doing stuff infinitely when you are AFK) in game regardless of how it is done. I believe you didn't mean to use this word here. (PetAutoCraft is probably the only exception.)


    There is already a huge gap between manual players and combat engine users, yet we aren't disallowing anything about combat engines. Recent change about removing global cooldown trigger from self buffs was already a step to promote manual game play, but eventually it just increased benefits of scripts even further.


    By using macros or other tools you accept the loss of this benefit.


    Ofc, the easiest way is to place spell in kitty/lua

    It is still easiest way, just with penalty.

    but there is a case: some players swap titles/rolls to reach thier maximum damage

    We also do not support swapping titles and weapons during run, so this is irrelevant. We already had changes to prevent this in past such as adding cooldown time penalty for swapping these titles.

    To be honest, why those type of spells cant be passive, since you need to press everytime on cd?

    We already aim to change such short cooldown buffs gradually to be passive, except the ones that require you to use excessive cooldown speed values on weapons & titles to achieve perma buff situation.


    2. Class design: Some classes have trackable buffs and its used in the middle of rotation. We all know this game is perfect and playing without any addons that automate your rotation is a challenge.

    We consider combat engines as peak barrier between end game and a new player even if they have equipment, thus idea is to make changes to give them more chance about it.


    If you think this affects a class particularly, you can share it and there might be changes about this particular class/skill to make it equal for both manual gameplay and combat engines. (such as making it passive if its already permanent/short duration buff)


    Greetings

    They will be adjusted with next patch.


    Greetings

    I've came across the removal of the cost reduction and it seems that this causes a lot of trouble for the rogue/knight.

    I'm not sure, if this class combination is not of interest, but I really like the style and I'm afraid, that it doesn't have endgame potential.

    But now already, I can see that my usual rotation doesn't work anymore because I lack energy.
    Searing Light cannot be used with energized hands together, so I don't have an option like the rogue/mage using that complementary to Chaos Dagger.

    Punishment still doesn't recover mana

    There will be adjustments with next maintenance, there is no estimated time of arrival yet.


    Greetings

    This portable stone will work together with ranged weapons or only for melee weapons? For example, i have 1 portable stone 16 tier, if i use him for melee weapon i got 16 tier melee weapon with 16 tier ranged weapon too?

    One more question, how work simple stats with this stone?

    You can use it on any weapon slot. You can use portable tier stone extracted from any weapon on any other weapon as well, there is no restriction about it. However, you cant use single tier stone on 2 weapons simultaneously.


    If you have dirty portable stone, when its equipped it will disable every stat on the weapon except the ones that you can normally have on a dirty tiered weapon. (green/yellow/purple dirty stats)


    Clean portable tiers will not interfere with existing stats on item at all.


    Greetings