These effects are multiplicative and 15% buff is resulting in 49.5% chance to not use ammunition when used together with passive already.
However buff will be changed to not get lost upon death with next patch.
Greetings
These effects are multiplicative and 15% buff is resulting in 49.5% chance to not use ammunition when used together with passive already.
However buff will be changed to not get lost upon death with next patch.
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.
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Display MoreYou 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
Thank you for the explanation.
I understand now that 1501869 [Ruhani Hançer] having unlimited duration is intended, and that it is supposed to be consumed with 1491130 [Yok Edici].
However, I have one small concern about the level range.
1491129 [Ölümcül Büyü +20] is available at level 20, but 1491130 [Yok Edici] is unlocked at level 25. Since my character is currently level 20, I can apply these stacks to the target, but I do not yet have the skill required to consume or remove them.
So between level 20 and 24, a Bard/Rogue player can apply 1501869 [Ruhani Hançer] to targets, but cannot remove their own stacks yet.
This can be a bit problematic on target boards, especially in Atlantis / Itnal Camp, because the debuff remains on the target and makes clean testing or KittyCombo setup difficult.
Is this also intended for the level 20-24 range, or could this interaction be checked specifically for target boards / lower levels?
Thank you.
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
Display MoreHello,
I noticed a possible issue with the target boards in Atlantis, specifically in the Itnal Camp area.
When I use 1491129 [Ölümcül Büyü +20] on 139058 [Hedef Tahtası], it applies the debuff 1501869 [Ruhani Hançer] to the target. However, this debuff does not show any countdown timer and it does not seem to disappear from the target.
So far, when testing with other classes, the debuffs applied to these target boards or bosses had normal countdown timers and disappeared when their duration ended. However, the debuff created by this skill does not show a duration and remains on the target.
This can create problems during testing. If this debuff remains on target boards permanently, players may not be able to perform clean tests properly.
In my case, I was trying to configure KittyCombo in this area, but because 1501869 [Ruhani Hançer] did not disappear from the targets, I could not properly test and adjust my setup.
I am not sure if this is intended or not, but since other debuffs expire normally while this one does not, it looks like a possible bug to me.
Could you please check the interaction of 1491129 [Ölümcül Büyü +20] and 1501869 [Ruhani Hançer] on 139058 [Hedef Tahtası] and similar targets in Atlantis / Itnal Camp?
Thank you.
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.
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There will be changes to reduce ammunition burden for Scout class in next patch.
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This looks like an addon is trying to send a message to your party chat while you arent in a party.
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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.
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This is expected behaviour for this particular mob as it has a skill (Far Pierce/Ferne Durchbohrung) thats used on player who is farthest to the caster.
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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
The change was made to encourage using buffs manually thus adding a layer to gameplay.
Greetings
Display MoreHi, two questions about new grove gear.
1st : Do you plan to adjust some base stats of some items to be more relevant with the type of gear ? For example on the chain gear on the boots they have dext and I think on plate it's also the same with other base stats like dext or str (maybe i'm mistaken).
2nd : Is it intended that on Legs and Belt of the new lower set there is HP missing on base stats ? It makes you lose around 25k + HP unbuff compare to orkham one.
Hi , could you give us an answer about those questions please , would be appreciated
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
whats the price of Portable Tier Proficiency?
It is yet to be decided, but we want it to be sustainable (without using item shop) from other mentioned sources with active gameplay.
Greetings
We are working on a system for allowing players to have broader access for class selection, thus designed a system where you can extract tier stones on your weapons.
Note that this system will be available only on The Shattered Grove content and its weapons, won't be compatible with other contents.
If you have a Tier 10 or higher weapon, you will be able to extract its tiers by using:
1) a Tier Stone of the same type and level. ( i.e.: Dirty statted weapon + Dirty Tier stone )
2) another weapon of 1 lower tier level (i.e.: Dirty statted T15 weapon + Dirty Statted T14 weapon )
You receive portable Tier X, where X equals the weapon's lost tier. This portable tier will be wearable to any portable tier slot attached to each weapon slot, similar to current corruption extraction slots.
Extraction:
Wearing the stone:
Portable tier you extracted will be bound to the content you extracted it from. Thus you can't use portable tiers of Shattered Grove on any older or future weapons we add.
By previously mentioned extraction equation, 1 Portable Tier is equal to 4 regular tier stones of same level. Normally, when you use tier stones on a weapon, they won't be able to be upgraded anymore. However, with portable tiers, you can merge 3 of them to get 1 higher level of portable tier stone. Merge operation will require more charges for higher tiers.
Portable tiers normally won't be usable as long as you don't have Portable Tier Proficiency effect on you. This effect can be obtained either from:
- Item Shop (1/7/14/30 days)
- Fishing
- Worldboss treasures
- Some other future content
We would like to hear your opinion, concerns and additional comments about this system.
Q: What if I created several weapons already?
A: You can still extract them as portable tiers. Then:
- sell to other players
- merge them to get higher tier
Q: Can I split my tiers to downgrade it with this system?
A: No, you can only upgrade.
Q: What if I have several weapons of different tiers?
A: You can merge two weapons to get a portable tier as long as their tier difference is exactly 1. Like T15 + T14 weapon can be merged to get a portable T15.
There is no change planned for this items stack count. You can use it for crafts that require this material or delete for more bag space.
Greetings
Beim Schurken/Barden und beim Schurken/Kundschafter gibt es ein Problem meiner Meinung nach.
Beide Klassen haben Skills die Kanalisierungszeit haben. Wenn die Skills auslösen und Kanalisierung läuft, kann man in der Zeit den Katana Skill (ID: 1491731) nicht nutzen. Dies ist ziemlich nervig, da es nur diese beiden Klassen betrifft.
Wenn man Musik spielt, kann der Katana Skill genutzt werden aber bei Angriff Skills nicht.
This is not a bug and not planned to be changed.
Greetings
Display MoreDer Skill Katana Training (ID: 1491729) beschreibt, dass das Katana von Natur aus Nebenhand-Schaden verursacht, welcher mit entsprechenden Attributen skaliert.
Jetzt aber folgende Sache:
Wenn ich die Rune Gleichengewicht (ID: 529275) mit 20% Nebenhand-Schadensrate in das Artefakt einsetze, sehe ich absolut keinen Unterschied beim Schaden. Es ist ziemlich verwirrend, wenn der Skill etwas beschreibt und eine ausgerüstete Rune mit 20% Nebenhand-Schadensrate 0,0% Unterscheid macht.
Verstehe ich persönlich etwas einfach nicht oder ist der passive Skill fehlerhaft?
Katana has its own offhand damage, but if your skills doesn't deal offhand damage, it won't have any effect. This addition is for classes that has offhand damage factor on skills. (i.e.: Rogue/Mage)
Greetings
There was no such feature for Rogues before the patch. Nothing is changed on this regard, every weapon is capped at 0.5, dagger on Rogue is capped at 0.4 (Nimble Hands passive)
Only class who can reach 0.3 with Katana (0.24 with Dagger) was Rogue/Bard, but not anymore after this change.
Greetings
Schreibt bitte das nächste mal in die Patchnotizen, dass das Angriffgeschwindigkeits Cap beim Katana jetzt bei 0.50 ist und nicht mehr wie vorher bei 0.30.
Changed Thunderous Rage to exceed attack speed limit only for daggers, increased cooldown to 90s from 60.
This change is already mentioned in patch notes.
Greetings
Display MoreThis is because attribute you are targetting is rounded to closest integer value. In this case values assigned to these items are 6.6/7.62/7.99 (auto-generated based on previous values) which translates to 7/8/8 which is not planned to be changed at the moment.
However, even if its being corrected, that would mean every item gets their existing values reduced, to mentioned numbers.
Greetings
Can you explain that more clearly? Why are the sets almost identical? Apart from the ultimate bonus.
Limit of every dynamic attribute on Red item is being increased when its transformed to Golden, you need to use shuffle again to get their new maximum.
However, previous explanation was about why both red and yellow items has same % attribute bonus limit, as they are rounded.
Greetings
Display MoreDisplay MoreHi !
I would like to know if it's normal that we get almost 0 upgrade in terms of native stat on the new gear between the red and the gold one?
I forgot to screen my chain item but as you can see in the screenshot, compare to this red leather helmet I have less HP bonus, 4 more all attributs and nothing else... Same between my red and gold chest I got like +800 HP and +4 all attributs. It's kinda strange when you compare the investment between a red item and a gold one..
An other question, is it normal that in chain items like boots and gloves we have dexterity? In orkham and DC sets we had stamina which is at least "usefull".
Greetings
Can we get any update about this @Dev ?? Cause there is definitly something wrong in this. Regarding the time it takes and coins needed you should be much better rewarded , at least not nerfed like it is the case in the screenshot (less HP on gold gear than red one...).
It would be appreciate to get some info about why the gold gear is not even better than red one or even worse than the red one.
This is because attribute you are targetting is rounded to closest integer value. In this case values assigned to these items are 6.6/7.62/7.99 (auto-generated based on previous values) which translates to 7/8/8 which is not planned to be changed at the moment.
However, even if its being corrected, that would mean every item gets their existing values reduced, to mentioned numbers.
Greetings
It will be corrected with next patch.
Greetings