We do not plan to change Rogue/Warlock in this direction.
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We do not plan to change Rogue/Warlock in this direction.
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Is it only for this bow? If so could you share the name/ID of the skin?
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We do not plan to do such expansion.
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So I understand the discussion is over. Players who can write lua skillfully are more promoted and write about the practice. Bravo Bytie! Good job.
As I mentioned earlier if you read my message; skill is designed to make it hard and hopefully impossible to create a script to be automated, therefore need to be played manually.
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Rouge - Perfect Slice
I suggest a small Playerbuff for 1.0 or 1.5 seconds when it is the "perfect" timing.
It would imcrease the comftability of this skill and makes it better to use rightly.
It is not planned.
But not every Player can use lua or Kitty. I dont know If Kitty works. And using by Hand ist a whole Desaster in some situations you didnt see the "!" and reaction time is very short.
I mean in general this Game ist designed to play manually. I think it would be the best to delete every Combat Engine from this Game.
In fact Perfect Slice is designed to make it harder to use with such ingame utilities but to encourage manual gameplay as regular timers for example won't be 100% accurate with our design as of random intervals.
none of the new up dates.Removed Psychic Arrows distance damage delay.Removed Ruthless Judgment distance damage delay as of no projectile.Removed Heart Collection Strike distance damage delay as of no projectile.Removed Puzzlement distance damage delay as of no projectile.Removed Warp Charge distance damage delay as of no projectile.Removed Weakening Weave Curse damage delay as of no projectile.Changed Knowledge Acquisition to restore 1 Psi every 3 seconds additionallythey all still delay and knowledge acquisition doesnt give the 1 psi
Planned Change Log is not applied to game.
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warlock up dates not working for me, no answer in game if it's been up dated.
What exactly is not working?
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We do not plan to encourage players to get all cenedrils to maximum level for such a bonus, therefore not planning to change anything about cenedrils at the moment.
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Specifically, the effect time and attack range of the skills.
If you mean current skill feels slow, I would assume floating damage numbers are appearing late. We can change that too.
Additionally, skill is using a motion called "earthstrike", where character is supposed to fist the ground, which is wrongly imported to game and triggering "spinkick" instead, which means Rolling Sobat motion is actually a mistake initially.
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Well, yeah...why not? is it because healer players are not as skilled as dps players hence wouldnt be able to heal endcontent anymore if it were progressively harder?
Or is it because people responsible for balancing damage taken/healing done have no idea how to do it?
Most basic example to explain reason would be; healer balance is not something like "healing is still possible/easy even if we reduce heal amount by X%" because it is not for 90% of healers in our player base.
We can't "balance" certain class groups easily if it is causing us to lose majority of affected players in the end. Class balance for any class can't be objective for every player for this reason as it is considering majority of player pool in end game content instead of a certain group.
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<P.S.>
As an aside, can't you do something about the motion like a large one full turn Rolling Sobat of the female character in "Blasting Cyclone"?
It is possible to change its attack motion to a quick spin-slash.
It has been occurring since the latest patch.
When using the skill "Whirlwind", the skill motion is done with bare hands while the weapon is stored in the back or waist.
We are aware of this issue and investigating.
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Display MoreHi,
I know it may be ridiculous as Warden is physical dps but combining it with druid makes it more magic oriented (like warrior/mage) but i recently noticed that dmg is not so great:
1. cast time on skills turned into mdmg is 3sec - all warden skills and i think it is too long taking result of dmg dealt i know that you can spam it but still it's close range and long cast not very useful
2. skill Blade of Destruction even though on lvl 60 it has 4k +2x int dmg it deals the same amount of dmg as lvl 60 charged blade 1k+0,3x int not sure where the source is but i thought that it would be at least 5 times stronger
will there be any update for this class combination in future or is it meant to be like this?
Thanks in advance,
You can get level 70 elite skill to get rid of cast time of spells.
Damage difference is coming from cast time multiplier of Charged Chop, which is 3 so it is dealing 1000+0.3xINT damage thrice.
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We do not plan to change this.
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This is not a bug and not planned to be changed currently.
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This skill is changed in past to make cast based on player itself rather than pets, so it is not relevant anymore.
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It will be fixed along with next server maintenance.
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It will be fixed with next patch.
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Change is done, it will be applied as soon as possible.
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key word: each .
EACH explosion will deal 1611 damage . There is no question of reduction anywhere, and there is even a denial of reduction : "EACH" explosion will deal 1611 damage""
Each explosion (each channel) inflicts 1611 damage already. The explosion is occurring on your target, the rest of the damage is reflection from the main explosion. We do not plan to change this for now, but there will be changes for the class for the future.
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Defense Net (498549) is providing only magical immunity.
Therefore, the only way to reduce damage of Cosmic Explosion is physical damage reductions or magical immunity.
I'm even more confused now
Immunities are for spell types since a magical spell does not need to be a damage dealer yet magical immunity can still block their effects; but damage reductions are for damage types. Cosmic Explosion spell is magical type, but its damage is physical.
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498549 and 490270 both from warlock don't work in last boss to prevent the explosion.
Defense Net (498549) is providing only magical immunity. Cosmic Explosion spell type is magical, damage type is physical.
Shield of Otherworld (490270) is providing damage reduction in PvE/PvP which does not affect percent damages. Therefore, the only way to reduce damage of Cosmic Explosion is physical damage reductions or magical immunity.
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It will be fixed with next patch.
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Display MoreRegarding Mage/Warrior.
I honestly don't see why the class would need such a substantial nerf. The class is strong, but by no means overperforming in Dark Core.
Sure, its Static Field destroys older content, but I really hope you didn't take RofL as a point of reference. Any fast and ideally ranged class has a major advantage there, given the surplus of damage output we currently deal with.
The latest content should always be the one referred to in balancing.
By the way, this comes from someone who has done countless runs with the probably best geared M/W on the server. He has played the class for ages and most certainly knows what he's doing. Yet I fail to see why the class should see a nerf.
If you absolutely must, please restrict the nerf to older content and not DC.
Please do not forget that Magical damage types currently have excessive amount of resist rate in Dark Core, which will be fixed along with this patch.
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Also any chance this annoying s/ch bug gets fixed ? -> click here
We still do not have any possible solution for this.
Eventho i have a Base Channel time of 3.02 seconds and Skill states that it reduces channel time by 0.5s per stack up to 4 stacks , so should be 1.02s for me.
This is changed with a recent S/Ch change, maximum stack is removing casting time entirely, it will be corrected in description.
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Display MoreDisplay MoreCommon Resist is not related with weapon level. If your spell is results being a Resist, only way to improve it is more accuracy.
Weapon level is affecting only Miss, which magical spells can do too, which is a lot less frequent compared to Resist caused by level difference.
If certain class spell is Resisting more than others, it is a matter of balance which will be investigated further.
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Can you check pls resist rate for static field? Just i still have a lot of resists(more 20% for this skill) with dmg tittle for tittle system, i havent only with +600% acc, but its the loss for 10-14% elementaly dmg (class dependent).
Resist rate of magical spells will be fixed along with next patch as in following planned change;
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