This will be changed to give item to target with next patch.
Greetings
This will be changed to give item to target with next patch.
Greetings
I think the ability to increase Chain armor by 68.8% for this class isn't really. You can test them for more accurate results.
Thanks !!!
This attribute is increasing defense that comes from chain equipment, it won't increase defense provided by basic attributes, like Stamina, of chain equipment.
Death´s Touch: Instead of Elemental Accuracy, increase Posion Damage
Since you mentioned Elemental Accuracy, I have a question for the Dev's. What exactly IS elemental accuracy? Because, on Scout/warlock, I don't see any buffs that I get from Target Area (except the crit). So what does elemental accuracy actually do? Because if it's precision, it isn't displayed in the character frame.
Greetings.
Elemental Accuracy is the accuracy that defining your accuracy of any elemental physical/magical spells or non-elemental magical spells.
Greetings
There was an issue related with ammunition tooltip change, will be fixed with next patch.
Greetings
Display MoreFixed Realm of Forgotten Legends magical weapons were gaining physical attributes upon upgrade.
Just a quick question/bug report. Is it intended that, e.g. the xbow, gains more physical damage than magical damage while tiering. The t12 xbow has 25202.6 pdmdg and 6165.4 mdmg. At t15 the xbow has 28393.0 pdmg and 6945.8 mdmg.
So while the pdmdg is increased by 3190.4, the mdmg is only increased by 780.4.
Is this intended or is this the same as the previous upgrading system?
Greetings.
Reason for this is increment is depending on base value, base physical damage is higher in this item which is making it to have higher increment.
Display MoreRegarding latest changes on Scout/warlock:
Halved damage of skills modified by Deadly Intent and Magical Interference.
After this patch the bonus damage from Elemental Discipline is also halfed. This skill is neither affected by Deadly Intent nor by Magical Interference. So is this a bug/ a loca mistake/ or a change that wasn't mentioned in recent patch notes?
Edit: Reduced Venomous Snipe next Snipe damage increment to 8%.
The skill description still says 18%.
Greetings.
It was missing in post-patch notes but was already applied before last patch, patch notes will be corrected.
Display MorePriest/warrior
"Chain of Light"- deals continuous damage around caster, "Light Healer Fighting Spirit" makes it so that if "Chain of Light" kills target it gets reset.
Currently does not reset if target is killed on first hit, has to be killed at the end of the cast.
Question, why did you not fix the skill, but removed it?
This mechanic was added when mentioned skill was using the target to be casted and had 6 seconds of cooldown time, which was meant to be removed long ago.
Greetings
Dear citizens of Paradise,
01.11 at 23:22 CET Paradise will be shut down for server maintenance.
#23:30 Maintenance completed Patch Notes 10.3.0.1002
If you had tested properly for not giving magical defense on raid members, you should also have noticed that this specific buff does not apply at all to raidmembers.
It is giving buff to members within same raid, as I thought you meant it isn't giving "extra" physical defense, I only tested given buff.
Display MoreThank you for sharing your idea. I am well aware of creation phase of skills since it is prepared by myself, and last 2 weeks were spent on testing skills by DEV team. We are trying to test it as much as possible and I can assure you much more than current reported bugs were fixed during these tests.
So how come that skills which give players 30kk+ hp, pets that cast but do not heal with them, units that are not supposed to be affected by certain skills still are and ranges do not fit their description make it into the live patch?
I do not doubt that you may have done any testing at some point and already fixed multiple issues, but you cannot tell me you did not notice a buff has +104 effects while it should have +0 effects when you tested it.
Such huge and obvious bugs must not go unnoticed.
I still appreciate all the work you do very much, improving this game I had not expected.
However like this the game and everything connected to classes/skills and running instances is just pure chaos for players, who also do not know when this is supposed to end, which is very discouraging.
Id rather bear with delays and see content released later, giving more time to test thoroughly and solve issues, than having to deal with a situation with so many ongoing changes, bugs and frustration.
Cheers!
Reason that skill wasn't working properly is, it was conflicting with an existing elite skill, to notice such bug, we either need to be an active player of this class combination, not so possible in our case, or test all classes even the ones that aren't prepared by us. If you really want to know; reason of bug was Druid/Mage skill Sounds of Season was sharing same power level as mentioned Druid/Champion elite skill.
In other words, a tester who never tested Druid/Mage ( so don't have leveled up mentioned skill ) can't notice this issue.
Greetings
Please do not take this as any offense, but rather as extended feedback on your actions:
Obviously you do not know that much about those new skills (yet) and you should try to take players feedback more serious, because WE are your beta testers for this after all. There is no way you have done any testing to these new combos before releasing them, otherwise there would be many, many less issues.
Even your "preparation" for your reply was rather sloppy.
Thank you for sharing your idea. I am well aware of creation phase of skills since it is prepared by myself, and last 2 weeks were spent on testing skills by DEV team. We are trying to test it as much as possible and I can assure you much more than current reported bugs were fixed during these tests.
lv70: i believe you already know about the issue, the reason is it should not be skilled to +104
- It should have been fixed with recent server restart ( 31.10 09:30 CET ), please let me know if you tested it after this
I wasnt even online at that time. All testing I have done was after than that. Skill is just not useable and in the skillframe it is shown as a non-skillable skill wich reasonable values, while being shown as a +104 skill in chat and action bar tooltips, obviously having the +104 effect before it was disabled.
Other skills seem to have similar issues with the +104, for example lv30 Knight/champ elite. This one however has the effect of a +0 skill.
Thank you for clarifying "not usable" part, it will be fixed with next client patch.
priest/warden
lv25: magical barrier does not affect raid members, as the tooltip says
- I just tested it and it was working properly for caster and raid members, could you provide more information?
Test it again properly as priest/warden and you will see that "normal" version from other classes is raidbuff, but this version not.
I thought you meant it is giving only magical defense to raid members, will be fixed.
priest/druid
lv30: what HP usage is that skill talking about?
- Holy Candle is consuming 6% HP per second, which is 3% with this passive.
This skill is talking about Soul Bond not Holy Candle, which usually has 30min cd and bufftime, here this is actually reduced to 15min cd and 15min bufftime, however I just noticed that Soul Bonds tooltips still say 30min.
However the lv30 elite does indeed reduce Holy Candles hp-consumption by half properly, there is no mention of this skill in its tooltip. Thats why I asked what HP usage this is about.
If you can't see these skills/descriptions in your skill book or have any localization issue, let me know.
Greetings
Regarding Scout/champ:
+ what Cruvor said.
And what is the intention, that the range of skills are melee range? Autoshot with range of 20!
Piercing Arrow with range of 60.
Also the level 45 elite (AOE Skill, does not know the english name right now) shares the cooldown with the scout ISS. Also 750% dps for a 3 second cast without cast muliplier is kinda useless
Gun is intentionally not working properly ( short range ) with arrow shoot skills.
Cooldown share is intended and like all other classes, this might be changed depending on state of class in future.
Display MoreHey
is "Ranged Mastery"(490445) for Scout Champ taking the new Gun in consideration with the dmg bonus ? I am asking because atleast in the German Client it says it is not doing it and without that bonus the class combo is heavily weakend
Edit: Just tested it and its no localisation error , gun dmg is not increased with the ranged mastery
Edit2: Scout Champ Autoshot has a 20 Range!
Greetings
The change that was supposed to be applied to compensate it, was missing, it will be corrected with next patch.
Range is intentional.
Champion/Warden:
Shock Overload: The Aoe only triggers from WhiteHits with a hammer. But this combo has to use an axe.
We do not plan to change it, however as it is said, it can be changed later depending on state of class.
Display Moredruid/champ
lv40: caster also charges the ward, not mentioned in tooltip
lv70: i believe you already know about the issue, the reason is it should not be skilled to +104
druid/priest
lv20: heals each second, but tooltip says every other second.
priest/warden
lv25: magical barrier does not affect raid members, as the tooltip says
priest/druid
lv30: what HP usage is that skill talking about?
- Caster is also a raid member
- It should have been fixed with recent server restart ( 31.10 09:30 CET ), please let me know if you tested it after this restart and it is still not working properly.
- It has same meaning.
- I just tested it and it was working properly for caster and raid members, could you provide more information?
- Holy Candle is consuming 6% HP per second, which is 3% with this passive.
warden/priest:
lv30: the passive, instant extra heal the pet is supposed to do if you cast urgent heal and other requirements are met, does not work at all, irrelevant if the pets skill is toggled and/or on cooldown
It had wrong pre-development description, will be corrected with next patch.
Display MoreRegarding Warden/Warlock:
First off, I really like the design of this class, feels unique and is a lot of fun to play.
However, it is ridiculously overpowered. I was able to hit endgame bosses for far beyond 100kk with Charged Chop (https://gyazo.com/5b1a31b7f0b6319a255b441371b6dee4), in fact we could do the whole boss instance with 4 ppl without a tank (yes, Aldo too), because Wd/Wl just destroyed everything in seconds (just Wl/M support). I had Aldo down to 20% on my own within 10 seconds which is just stupid.
Offburst damage is tremendously high too.
I suggest the following:
- Essence of Poison: Reduce Poison damage increment to 30%
- Phantom Contract: Reduce physical damage increment to 8%
- Corruption of Nature: reduce physical damage and poison damage increment to 20%
- Savage Darkness: reduce poison damage increment to 8%
There is an issue with Essence of Poison which is leading it to provide more than intended poison damage, will be fixed with next patch.
Greetings
Dear citizens of Paradise,
31.10 at 09:30 CET Paradise will be shut down for short server maintenance.
#09:42 CET Maintenance has been completed.
Could you give more details? According to my test, Ghost Cavalier Transformation is ending combat and making creatures lose interest on you. If it is different for you, I would like to know your class combination during minigame.
Greetings
Flat healing amount gained by this effect is getting affected by heal power like some other similar heal over time effects. Therefore, it won't reach its effectiveness mentioned in tooltip without having enough heal power.
Greetings
Issue has been fixed already with recent client patch.
Greetings
Physical critical damage is increasing critical portion of your damage.
Which means if your skill is inflicting 100 damage without critical and 130 when it is critical, 100% critical damage boost should make it 160.
Greetings
According to my test results, I didn't encounter with any issue. Effect is properly increasing dexterity and physical critical damage as description pointed.
Greetings.
It should be fixed now.
Greetings
Display MoreQuoteFixed Beast Awakening had wrong attack speed calculation.
Just a general question regarding the attack speed calculation. How did you change the formula because I'm quite confused. Unless I have at least to attack speed buffs my skills deal more damage with a 2h-staff than with 1h + runes.
Also before this patch I think, while u had a wand equipped, you gained 2% damage for 1% attack speed. If this is still the case thats not working, since I don't even get 1% damage for 1% attack speed.
Maybe if a DEV could explain the new attack speed formula that would help a lot.
Thanks in advance
Greetings.
There is a small issue with formula, it will be fixed with next patch.
Hey ,
was the change made to Knight/Warrior´s authoritative deterrence (490018) to its pre Classbalancing State intended or not ? I am asking because it was not mentioned in recent Patch Notes.
Greetings
It isn't intended, will be fixed with next patch.
Greetings
Dear citizens of Paradise,
26.09 at 00:30 CEST Paradise will be shut down for server maintenance.
New festival will not be implemented.
Maintenance has been completed at 00:45 CEST Patch Notes 10.2.2.2002
Display MoreHello Mondego,
I don't know whether it's a bug or not so I'm posting it here purely informational, but you can keep yourself in combat by casting Shield of Solid Mind on your pet.
You will enter combat a few seconds later, and it should stay like that until you kill something and leave combat again.
Not sure if any GM/Dev can confirm whether this is a bug or not, and whether it's allowed to use?
This is unintentional behaviour and will be fixed with next patch.
Greetings
I suggest to make Rune Pulse more of a tank viable skill that if used in Shield form it generates more aggro +/- heals.
Mentioned skill already has 900% aggro bonus while in state of Shield Form.
Greetings
Display MoreThis may not count as feedback, however its a suggestion/question somehow related to the class balancing, so i will just drop it here, feel free to move it somewhere else if you think of a better place:
Do you plan to implement eliteskills for class combinations, such as Scout/Warlock or Knight/Champion or Warden/Priest, that do not have any yet?
I believe now while you are changing a lot to all the classes and their skills and introducing whole new functions to some classes might a be good opportunity to do this.
Looking forward to the dev-teams and other players points of view on this.
Cheers!
We were already working on this topic since a while.
Greetings
In order to finish quest, you must get both requirements of quest and talk to quest giver before time runs out. Also using Spiral Whistle ( "Helezon Düdük" ) will prevent you to finish quest.
Greetings
Display MoreSince the last update, every time I open the comp book, my fps drops to 0 for 5 seconds.
I thought I was the only one but apparently, just in guild we are 4/5 to have the same problem.
If it is possible to check it
Greetings
If you mean skill book, it is known and will be fixed along with next patch.
Display MoreElemental damage would include only base damage of the skill before calculating attribute part ( i.e.: 0.3 x STA ), hence result isn't calculating by that way.
If I understand right what you are trying to say, other skills have INT multiplier and that is why static field suck? Well, im sure that is not the only matter here.
More tests: Mage/scout without INT multiplier
Static field 1800 fire and 1800 wind: 4.31kk
Shot 2094 fire and 2094 wind: 8.8kk - 0.29 (from physic dmg) = 8.51kk. Doing the math with 1800 fire and 1800 wind would be 7.32kk.
So 4.31kk vs 7.32kk. Idk maybe is considered as an aoe instead of a single target skill because it hits as low as purge does. I need more information.
I meant elemental damage boosts are just affecting base damage of skill.
The reason that your comparison of Shot and Static Field is feels wrong is, you are comparing an area effect versus single target effect. All area effects in game has 0.6 damage multiplier in the end by excluding attribute based part.
Greetings
Display MoreWhy is static field doing that low dmg? this skill was supposed to allow us to stop casting when we don't have burst but is really useless in every combination.
I've been doing some tests, as mch with wind dmg only (since half of the dmg is always wind). Skill do 3600 wind dmg.
-Static field, 3600 wind --> 4.64kk
-Thunderstorm, 3220 wind --> 5.17kk. Would be 5.78kk
-Lvl 80 ISS aoe, 2000 wind --> 3.48kk. Would be 6.26kk
-Electric discharge, 2430 wind --> 6.71kk (I guess this is taken as old 1second cast?). Would be 9.94kk
-Discharge, 1485 wind --> 2.48kk. Would be 6.01kk
Everything with way less wind dmg hit more. Is this a bug? how is this possible?
Even fireball with 2982 fire dmg (162% wind vs 106% fire) hit 6.48kk. Would be 7.82kk
Elemental damage would include only base damage of the skill before calculating attribute part ( i.e.: 0.3 x STA ), hence result isn't calculating by that way.
First of all I want to say that I really enjoy the fact that my pet is now following me at an equal speed as my character, but I don't particularly like the visual effect that they have now.
I also don't really see the need for it?
If the speed-buff is permanent and basically just an "attribute" of the pet now, I don't feel like it needs an effect like that? Correct me if I'm wrong!
This behaviour will be exclusive for Magic Perfume with next patch.
Can you check why everytime using the skill camella Flower ( elite skill of druid/scout) getting laggy on game. Some also experiencing that not only me . So please check and hope can fixed it asap.
We are still investigating this issue.
Greetings
- Increased Control Flame fire damage increment to 36%.
It is corrected.
Display MoreMage/Priest's Aquatic Storm doesn't hit multiple targets like the skill description implies.
Nice animation btw !
I have a different experience with this, for me it hits multiple targets (at least on Itnal Camp's dummy targets), but the damage numbers don't show up onscreen until the cast is done.
In the gyazo gif I had to move cause gyazo won't let me record for very long, but you can see that after I moved, it took a second and then all the damage numbers jump on screen at once
https://gyazo.com/6266dc4300066eb3478e4cedb289abd7
Edit: It's just the numbers flying across the screen, in the damage log they appear correctly.
It is fixed an hour ago in certain zones.
Greetings
Dear citizens of Paradise,
14.09 at 06:30 CEST Paradise will be shut down for server maintenance.
#06:40 Maintenance Completed Patch Notes 10.2.2.2001