Posts by Byte
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Please create a ticket for restoration, this is happening due to there is an item in common pool that doesn't exist so when it is tried to be given, you aren't receiving anything. Issue will be addressed with next patch.
Greetings
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Cooldown system is still being worked on and this issue particularly is already being investigated.
Greetings
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distant dmg single target runes
Game designer about this topic isn't available recently.
Hello,
Its just a small suggestion from me. Change Target Area (id: 490464) to just lose effectiveness if you have 0 focus instead of deactivate. Its so annyoing when its off every time when you change weapon, even more before boss fights.
Greetings,
NukeThis and none of such buffs are not planned to be changed like this as its not easily possible.
Greetings
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Issue is only visual and will be corrected with next patch.
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It will be corrected with next patch.
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Damage of bard weapons is adjusted for +7 to be equivalent of other beginner weapons, which makes tier irrelevant in this comparison. Durability will be corrected for fresh opened packages after patch.
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This is happening when you use a 2-H weapon appearance from wardrobe. But autoattacks are properly applied to combatlog eventhough its not motionally appearing.
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This skill inflicts damage to closest targets, so you can adjust which target its going to hit by adjusting your position. Other than that, pulling 20 mobs is obviously supposed to be weak side of this class.
Greetings
And what happens if knight/champion pulls all mobs to himself with electrocution chain skill ?
Then all mobs will be at same place and it will be impossible to adjust our position according to that.
And when tank pulls many mobs in instances such as Orkham and Grafu Castle(awakened mode). Almost all mobs really stay close to eachother, so its so difficult to adjust our position. Maybe you should consider to make this Dot-spreading mechanic easier.
Pressing tab to select a target selects first enemy your aoe spell would hit, so regardless of how mobs are pulled, if you press tab when there is a mob in range of your aoe spell, spell will also hit that target first.
Greetings
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About Warlock/Warden
Power of the Wood Spirit skill (ID:1490952) spreads our DoTs to 6 other targets if this skill hits a target with these dots.
But problem is that this skill hits only 6 targets. When our tank pulls 15-20 mobs, sometimes this skill doesnt hit the target with dots. Instead it hits wrong targets. And we cant spread our dots. Please change this skill to hit all targets (but dots should be applied to 6 targets only) and reduce this skill's damage.
This skill inflicts damage to closest targets, so you can adjust which target its going to hit by adjusting your position. Other than that, pulling 20 mobs is obviously supposed to be weak side of this class.
Greetings
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After the changes, the skill ‘Wind Arrows’ has a cooldown of 20 seconds, while the description of their skills indicates that they should have a second?
Insturment, title swap and any other skill that uses manual cooldown set is known to start unusual cooldown timer and it will be fixed with client patch today.
Greetings
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Cooldown system will be entirely reworked soon, this might render this issue obsolete or make it appear in different form. Until then there won't be any investigation for this.
Also scouts will finally get benefit of dynamic cooldowns properly, along with other balance changes to make this reasonably impactful instead of breaking its balance.Greetings
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I would prefer robopoke´s suggestion because this rune is almost a must have on Rogue/Scout due to fast draws low range.
Greetings
There was no reaction to it so I guess it was rejected
Class balance is partially suspended until other projects are sorted out. Feedbacks will be reviewed once its active again.
Greetings
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Hi, could you please seperate world boss pull from npc to 2 different items. If I'm not mistaken , the ring that cost 2850 PoM have both Titan and Colossus possible stats on it. It would be better if there is one item for Titan stats pull (that would cost half of actual price one, so 1400 PoM) and the actual one at 2850 that only drop colossus.
It is intended and not planned to be changed, it was not wanted to make Colossus stats as frequent by separating them.
Greetings
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It will be fixed with next patch.
Greetings
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Hello,
Warden/Warrior has a spell to taunt your targets. However, it is suggested to get Physical Defense experience in Garden of Eden instead of punchbags of Itnal Camp. You can find its entrance at Elven Sanctuary in Atlantis. (Эльфийское Cвятилище - Затерянный Остров Атлантиды)
Greetings
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Danke erst einmal für den Versuch wieder etwas neues ins Spiel zu bringen. Finde den Ansatz gut, da ja auch kleinere Spieler die Möglichkeit haben an Belohnungen bzw. Mats zu kommen. Das es da bei der Einführung Probleme geben würde war zu erwarten und man sieht ja auch, dass versucht wird diese zu verhindern.
Da ich kein Profi bin beschäftigt mich ein nur Gedanke: Warum funktioniert es bei Sathkur ohne Probleme?
Kein Absturz, FPS und MS ohne größere Probleme.
Thank you for appreciation. Sathkur is only 36 man instance. Worldbosses are having +150 participants which causes it to create massive performance issues with scripts. We are still trying to improve this.
Greetings
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Well, let's say "nice try".
but 0.5fpm is the result of players participating. And I am not saying many players like 1k-2k, just maybe 100 ppl, and it is absolutely unplayable.
I am actually in Wodjin kill raid, and for the last 2.5 minutes the client does not even respond anymore....
The idea is not bad but it´s literally unplayable. Server can´t handle that amount of players.
We are working on performance improvements currently for this situation.
Greetings
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Why are all the changes only focused on DPS?
This content is not supposed not be more beneficial for damage dealers, but killing a worldboss is associated with damage dealers most of the time, so it will require them for sure, same as other contents.
This is server-wide event that everyone can participate, alone or as part of a raid and probably most rewarding content we created so far compared to effort given by its players.
Greetings
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Greetings,
Your feedback for upcoming World Boss Revision patch may be posted within this thread.
Please provide us with your thoughts and opinions while keeping all respective rules in mind when you click the reply button.
Feedback should be constructive and provide detailed information, thoughts, and ideas.
Its not your type to give public feedback? Give anonymous feedback on your own language here.
General Information About Content
We are going to remove natural spawns of each worldboss that possess Proof of Myth, and instead, making them spawn with a preannounced schedule. Rotation will be like, next boss will always spawn at the beginning of defined hour, and 15 minutes of timer will start for server to kill it.
Boss will have HP regen, damage reduction and extended HP pool to make it challenging for damage dealers, their offensive abilities will stay as is. But for every player within vicinity, boss will lose slight portion of these defensive abilities except HP pool. There are other various factors thats affecting difficulty of boss as well, but player amount is the main factor, and effectiveness of this factor will increase with every 5 minutes passed ( up to 2 times ) after boss spawn time, so boss will be weakest at minute 10.
Each boss will have its particular Treasure that is given to every participant* for free every week. Weekly cooldown is per boss, so you can get 9 Treasures within 7 days technically. These treasures will contain basically many stuff, from repair hammers to end game equipment. They will be bound so you can't trade them.
If boss is defeated within 15 minutes, every participant* will receive Proof of Dread at random amount from 1 to 3. Proof of Dread is tradeable material that can't be stacked, provides 40-70 Proof of Myth currency upon use. When boss is defeated successfully, challengers** will have chance to receive extra Treasure, but not guaranteed.
Added option for free transportation at every Snoop as long as there is a world boss spawning soon, to ensure every player is joining who are willing to participate.
Tactics of each boss is revised and weakened/strengthened by aiming to provide comfort to also new players instead of frustration, so consider that this content is not supposed to be very challenging, but should demand many players, even the weakest ones.
Superficial Change Log for Bosses
General: Added damage reduction to everyone except strongest challenger**.
Zalkenrys: Removed invisible object to provide fluent ranged gameplay.
Targonharl: Changed phase transition to per 25% HP instead of 5%, reduced amount of damage on certain fatal spell to 80% instead of 101-110%.
Lagusen: Changed extensive damage over time to be applied only to strongest challenger**.
Wodjin: Increased power of adds.
Kolanda: Changed damage over time to be applied only to strongest challenger**.
Sismond: Extended fight area, increased amount of Energy Storage Rune kill needed to defeat boss.
Mandara: Increased power of adds.
Taren: Increased visibility of tornadoes.
Hackman: Increased power of adds.
Example Reward Distribution
50 Players in vicinity
Raid 1: 20 Players
Raid 2: 10 Players
20 players are not in a group
Group 1: Raid 1 inflicts damage equal to 50% of boss HP.
Group 2: Raid 2 inflicts damage equal to 30% of boss HP.
Group 3: One player inflicts damage equal to 10% of boss HP.
Group 4: 10 players inflicts damage more than or equal to required damage threshold.
Group 5: 10 players inflicts damage lesser than required damage threshold.
Group 1 is strongest challenger
Group 2 and 3 are challengers
Group 1, 2, 3, 4 are participants
In this scenario,
If they didn't receive within last week, everyone in Group 1, 2, 3, 4 will receive their weekly Treasure.
If boss is defeated successfully:
- Everyone in group 1, 2 and 3 will have chance to obtain extra Treasure.
Whether they have received weekly Treasure within week or not, Group 1 will have highest chance to receive extra Treasure, while Group 3 will have least chance. Group 4 will not be eligible for extra treasure.
- Everyone in Group 1, 2, 3, 4 will receive Proof of Dread up to 3x.
Wildcard
*Participant: Everyone who inflicted enough damage. If you are in a raid, total damage of your raid will be considered instead. Damage inflicted to every object, which boss summons during fight will also considered while calculating this required damage value.
**Challenger: Players who are in top 3 damage dealer rank will be considered as a challenger. If you are in a raid, total damage of your raid will be considered as one challenger in rank.
Chance of obtaining extra Treasure for challengers is highest for #1 damage dealer, while lowest for #3. Within same raid, you can get extra reward but your raid member may not. Dice will be rolled for everyone individually.
If someone whose main class is heal can't get a reward because they can't DPS? That's why even those who enjoy playing HEAL need to have a DPS class. I think it would be nice if an advantage was added for heal.
It will probably be possible to inflict enough damage over threshold - as it is not very high - as Druid/Warlock or Priest/Scout with healer equipment.
Alternatively, we trust many raids will created by community during event to maximize rewards, as it is most logical way since there is no benefit for going as smaller groups.
Greetings
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no point of using the CMC Iss if u cant use crowd dispersal skills
Devastating Blow is also a crowd dispersal attack.
Greetings
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Greetings,
Your feedback for Patch 11.1.3.1000 - World Bosses Rework, Pumpkin Festival may be posted within this thread.
Please provide us with your thoughts and opinions while keeping all respective rules in mind when you click the reply button.
Feedback should be constructive and provide detailed information, thoughts, and ideas.
Its not your type to give public feedback? Give anonymous feedback on your own language here.
General Information About Content
We are going to remove natural spawns of each worldboss that possess Proof of Myth, and instead, making them spawn with a preannounced schedule. Rotation will be like, next boss will always spawn at the beginning of defined hour, and 15 minutes of timer will start for server to kill it.
Boss will have HP regen, damage reduction and extended HP pool to make it challenging for damage dealers, their offensive abilities will stay as is. But for every player within vicinity, boss will lose slight portion of these defensive abilities except HP pool. There are other various factors thats affecting difficulty of boss as well, but player amount is the main factor, and effectiveness of this factor will increase with every 5 minutes passed ( up to 2 times ) after boss spawn time, so boss will be weakest at minute 10.
Each boss will have its particular Treasure that is given to every participant* for free every week. Weekly cooldown is per boss, so you can get 9 Treasures within 7 days technically. These treasures will contain basically many stuff, from repair hammers to end game equipment. They will be bound so you can't trade them.
If boss is defeated within 15 minutes, every participant* will receive Proof of Dread at random amount from 1 to 3. Proof of Dread is tradeable material that can't be stacked, provides 40-70 Proof of Myth currency upon use. When boss is defeated successfully, challengers** will have chance to receive extra Treasure, but not guaranteed.
Added option for free transportation at every Snoop as long as there is a world boss spawning soon, to ensure every player is joining who are willing to participate.
Tactics of each boss is revised and weakened/strengthened by aiming to provide comfort to also new players instead of frustration, so consider that this content is not supposed to be very challenging, but should demand many players, even the weakest ones.
Superficial Change Log for Bosses
General: Added damage reduction to everyone except strongest challenger**.
Zalkenrys: Removed invisible object to provide fluent ranged gameplay.
Targonharl: Changed phase transition to per 25% HP instead of 5%, reduced amount of damage on certain fatal spell to 80% instead of 101-110%.
Lagusen: Changed extensive damage over time to be applied only to strongest challenger**.
Wodjin: Increased power of adds.
Kolanda: Changed damage over time to be applied only to strongest challenger**.
Sismond: Extended fight area, increased amount of Energy Storage Rune kill needed to defeat boss.
Mandara: Increased power of adds.
Taren: Increased visibility of tornadoes.
Hackman: Increased power of adds.
Example Reward Distribution
50 Players in vicinity
Raid 1: 20 Players
Raid 2: 10 Players
20 players are not in a group
Group 1: Raid 1 inflicts damage equal to 50% of boss HP.
Group 2: Raid 2 inflicts damage equal to 30% of boss HP.
Group 3: One player inflicts damage equal to 10% of boss HP.
Group 4: 10 players inflicts damage more than or equal to required damage threshold.
Group 5: 10 players inflicts damage lesser than required damage threshold.
Group 1 is strongest challenger
Group 2 and 3 are challengers
Group 1, 2, 3, 4 are participants
In this scenario,
If they didn't receive within last week, everyone in Group 1, 2, 3, 4 will receive their weekly Treasure.
If boss is defeated successfully:
- Everyone in group 1, 2 and 3 will have chance to obtain extra Treasure.
Whether they have received weekly Treasure within week or not, Group 1 will have highest chance to receive extra Treasure, while Group 3 will have least chance. Group 4 will not be eligible for extra treasure.
- Everyone in Group 1, 2, 3, 4 will receive Proof of Dread up to 3x.
Wildcard
*Participant: Everyone who inflicted enough damage. If you are in a raid, total damage of your raid will be considered instead. Damage inflicted to every object, which boss summons during fight will also considered while calculating this required damage value.
**Challenger: Players who are in top 3 damage dealer rank will be considered as a challenger. If you are in a raid, total damage of your raid will be considered as one challenger in rank.
Chance of obtaining extra Treasure for challengers is highest for #1 damage dealer, while lowest for #3. Within same raid, you can get extra reward but your raid member may not. Dice will be rolled for everyone individually.
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Hi,
some thing i noticed while playing scout/rouge:
The class feels great at first but rn it seems to have MASSIVE problems with focus and energy.
Even with dwarf alloy and uni pots it still is hard to play and mostly always running low on both ressources.
Would be nice if the costs could be adjusted or the class gains some skill modifier that would give it a higher regeneration on at least focus.
Since rightnow the cost seems to be a little bit overkill.
Greetings Miraiyu
Impossible to manage resources is intended behaviour for this class. It is how class is curbing its own sustained damage scenario and keep it reasonable for burst.
Greetings
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Is it intended that Organic Deconstruction still cancels Disassembly Mode?
If so, today's patch was a MASSIVE nerf to all Champion dps, but especially for those that have elite skills tied to Disassembly Mode, such as Ch/S or Ch/M. Let me elaborate. Before the patch, you used a macro that entered Shieldform, used Clone Conversion and reentered Disassembly Mode. Now you get a miniscule patk boost from Organic Deconstruction compared to Disassembly Mode, that's only usable on Ch/Wl and Ch/Wd.
The skill is straight up much worse compared to prepatch.
Please change Organic Deconstruction to increase patk by old 20% value and not cancel Disassembly Mode anymore or revert the changes altogether.
Cooldown state will be changed to some other negative effect.
Greetings
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You can use any elemental damage booster source (title or supports) to boost damage over time effect. Previously elemental damage boost was only boosting magical DoTs, we changed it so physical DoTs which are tagged as elemental will get same benefit too.
Greetings
Yes but Warrior/Bard DoT is purely physical and thus does not benefit. Maybe this is a mistake?
I continue to struggle to find a class which benefits from this change. Even Rogue/Warrior who does indeed have an elemental DoT would rather use physical damage in Badge because not all DoTs of this class are elemental.
Currently the benefit of the change seems to be purely theoretical which is important too of course to open the path for future change.
Rapacious Poison is Poison type and is applied by Blasting Cyclone. Physical elemental DoTs are missing floating damage number colorings which might be misleading, it is also in to do to fix it.
Greetings