Posts by Byte

    The description says "converts 10% HP to 50 points of Rage", but it only increases by 43 or 46 points. Perhaps it seem decreasing at the same time when it increases by 50 points, but this is completely meaningless. It should be fixed.

    This problem is probably about "Arcadian Patience" buff that is consuming 2 rage every second which is a known issue. It will be corrected with next patch on all zones. Rest will be investigated meanwhile.

    Hey ,


    so i want to take up the Discussion from 2 Weeks ago about Leather Classes again .
    It was suggested from some people that Leather Classes should only Profit from Dexteritity and not from Strength.
    I personnally find this Idea really good because i also feel like Strength is / Should be a Chain only Stat and Leather Classes do not fit into that category of a "Warrior with chain Gear" .

    I would also like to hear an Offical Statement from Playernet / DEV´S about that Topic what they think about this and if they plan to do anything in this Dircetion.

    Greetings

    We do not plan to make any change on attribute distribution for classes who using mentioned equipment type.

    Hello,

    1) want to know if the experimental dwarven ale potion have a visual bugg or its working properly, cuse today in RoFL special in the spider cave i notice my rage was not going up and down till i start to do auto hit even when i have the potion in buff bar.


    2) want to know too if its normal the elite skill of ch/p "suicide advance" its normal to cut the casting of the new instruments, cuse that not happend with another skills for me just this one

    Both will be investigated and will be fixed on next patch if any issue is found.


    Greetings

    Unless you tell us exactly how wisdom is supposed to impact healing done in the end, all heals will have no idea how they are supposed to stat their gear until the balancing ends and we lose that buff.

    Having beyond 30.000 Wisdom, each wisdom is providing 0.00116668416692917060422573005% heal increment.


    Greetings

    If you hadn't ignored the second part of my previous post, you would know that in a way I just did that:

    Sooo with which patch exactly was this implemented and in which patchnotes was this mentioned, because I never read something like this before

    Thanks for evading it, please try to respond properly this time.:)

    - Ranged weapon speed cap ( Ranged attack speed is limited to 0.5. )

    - Autoshot cooldown rework ( Reworked cooldown system, now it is entirely based on attack speed instead of flat values. )

    - Unintended disabled offhand hits ( Fixed issue that was disabling offhand weapon while reaching high attack speed values. )


    Everything in this list has been implemented with 10.2.1.1000 patch and mentioned in notes already and not added later.


    About attack speed limit for other weapons, I can't tell you when it is implemented as I am not entirely sure about exact date, but I can say that probably around 2004 while this game started to be developed.


    Greetings

    because the original version (sadly I cant prove that now anymore) of the patch 10.2.1.1000 patchnotes only said something like "set limit for skill autoshot to max. two per second." for scouts, not "Ranged attack speed is limited to 0.5." as it says now.

    Please consider that you might have read it wrong either as mentioned reworks was always been same in notes and clearly mentioning that cap of 0.5 speed for all ranged weapons which is same as all other weapon types and it also mentions that cooldown system of Autoshot is reworked.


    For your information, all weapons already had attack speed cap except ranged weapons before first patch.


    Greetings

    Ranged weapon attack speed cap isn't related with offhand fix topic.


    Purpose of speed cap was to make crossbow better for short-term damage while keeping bow stay better for continous long-term output. We will have further changes for Scout class to make this strict difference more noticable.


    Greetings

    Hello,


    Most part of the healing over time effects are working depending on your wisdom, therefore you may expect lower values than tooltip itself when you aren't using heal attributes.


    Greetings

    I would like it, if the Bleed effect on Slash by the Warrior triggers with a Hammer too. Everyone is selling their Hammers now, because its only worth for the Champion.

    That would help alot too.

    We do not plan to change this general mechanic of this class at this moment.

    I know this has been suggested already, however it still hasn't been implemented or any explanation for not adding it.

    I think the requirement for a hammer to use R/ch should be removed as currently to do good dps with it you need a 1h hammer which naturally most rogues do not have(at least not tiered as their dagger is). If you still want to have a hammer requirement for some skills at least remove it for Dissasembly, as without the on-hit dmg the class isn't viable in single target boss fights. This is a fun class with alot of AOE potential which is something very different and interesting for rogues as this is not something we have.


    Thank you

    We do not plan to change requirements of this class combination at this moment.

    Btw, big thumbs up and thx, that the Knight/Mage now has a magical attack buff :)

    It is missing in patch notes, but thx for it. Tests will follow :)

    Thank you for reporting, it is updated in patch notes.



    To inform our player base,


    We are neither applying changes just by observing gameplay nor deciding by single observation. We are collecting data for class statistics and decide depending on the data we achieve.


    We will continue to change until we obtain a stable result for most of the classes in average, of course by class roles. In this progress, your feedbacks are most valuable part of class balance.


    Greetings

    I have a question about the Mage/rouge skill "Shadow Shroud" (ID 492927). Would it be possible to change this into a buff? Although I like the change, because the damage of that skill before the patch was way to strong and overall your aoe skills deal more damage, there are some situations in instances whrere it would be better to recieve 10% less damage than to deal more damage, so it would be nice if you can choose whether you want to activate this or not.

    Also about mage/rogue, I would like to report what I think is a bug. The skill Gift of the Baron is taking 5% of your HP every second and Night Refuge is a 3 hits inmune but both together dont work, your own bleed consume those 3 hits inmune in a moment. Could you please change it so your own bleed to take it off?

    This is correct behaviour. It is same for all other self damage over time effects of other classes.


    Greetings.

    From 26.06 at 18:30 CEST Realm of Forgotten Legends will be closed until tonight's patch as of unexpected crashes.

    Sorry for inconvenience.


    # 22:15 CEST RoFL started

    • Decreased possible lags those might be caused by latest changes.
    • Disabled Boss 1 Nayat temporarily.

    Please consider we are still working on further corrections, therefore you may expect this as pre-patch small fixes.

    Hello, just wanted to correct this misunderstanding, class is getting ability to wear 2H Hammer from Champion sub class and it isn't a new change.


    Greetings

    Thank you for reporting. I have made required checks and can confirm there is indeed a mistake which will be corrected along with next patch.


    Greetings

    Mentioned class can wear leather and chain equipment in our server via level 70 elite skill passive. However, we have further plans for this class combo.


    Greetings

    Regarding Wd/D

    idk what you did - burst seems fine for me.


    On a more serious note: The current implementation is busted3 when playing Wd/D in pdps gear. Adding cast multiplicator to the phys part of the usual warden skills and converting them into earth damage (which in turn is increased by Magical Awakening and debuffs on the target) results in some absurd damage values, say 70M CC on Balton.

    @Devs: please the warden/druid is broken³. I testedafter patch and hoped, I missunderstood the last patch notes. More clearly: the p-dps values of all the skills are still active even with Beast Awakening. If a pdd would do, say 10.000.000 damage on a target unbuffed as only main warden class (without secondary class), the same pdd equip would do more than 3 times the damage if he switches the secondary class to /druid and buffs Beast Awakening. This skill is broken for pdd gear with the warden/druid

    The zone you are testing didn't get restart for latest changes, however, I would suggest you to test in an instance instead.


    Additionally, attribute changes won't appear on client until next patch, so the mentioned skill won't be different for current clients visually, but damage output will be different.


    Greetings.

    Mentioned class combo is using physical damage calculation for all primary skills, and physical calculations are still unchanged, therefore you are experiencing pre-class balance results.

    No, what I mean is, that the white hit-skill scales with physical attack now, yes, but also got pushes from dark-damage increasement on targets. That's why the rogue/warlock is far far aways from all other rogues

    Thank you for your feedback.

    My answer was to "new dark damage formula" particularly, there is no dark damage calculation in game engine. Only physical ( scaling with physical attributes ), magical and heal generally.


    Greetings

    If rogues would be pushed, the rogue/warlock should be changed.

    ...

    also the white hits are hitting hard with the new dark damage formula :)

    Mentioned class combo is using physical damage calculation for all primary skills, and physical calculations are still unchanged, therefore you are experiencing pre-class balance results.


    Warlock Primary skill:

    Ruthless Judgment

    I think it's buged, because:
    1. It's buff effect (to increase user's dmg) value is only upgrading to around lvl 50 of this skill and not to lvl 104. (not sure for 100%). It cap at 21.6%.

    2. even if it's ok then in buff bar, description of this skill's effect says only 20%

    It is correct behaviour. Some skill effects are limited at level 55 while their damage isn't capped, however this skill was missing information for it. It will be corrected in description soon, thank you for reporting.

    I'm not sure if I'm just overlooking something, but my Heal -104 is supposed to heal for 1962 HP on target (for me it heals for about 700k HP when it crits) and Group Heal is supposed to heal for 897 HP ( for me it heals 1.2 mil when it crits). Which is a 42% difference when according to the skill, Heal is supposed to heal for more. I'm not sure if heal is healing the correct amount that was intended or not. Like I said, I'm not sure if I'm over looking something or if Heal is bugged, curious at this point.

    Magical and heal skill values are getting affected by base cast time.


    Greetings.