Posts by Byte

    • Removed Snipe extra range to allow it to get maximum benefit from Distant Friend, changed it to inflict always critical damage, removed flat skill damage, changed it to increase your physical damage by 8% for 10 seconds upon hit.

    Thanks for buffing scout's Snipe skill. But i wish you changed scout/mage and scout/warlock's snipe to make it increase magical damage by 8% also

    Magical snipe already has cast multiplier, so its not planned to do this.


    Greetings

    Hello


    The changes with patch 11.1.1.3000 to Mage/Scout have completely destroyed the combo and now it is useless. The damage done using Fire Wind Cultivation is exactly what made this combo. please change it back.

    Part of extra damage given by wind part of this skill is moved to Fire Arrow, you can use both Fire Arrow and Fire Wind Cultivation together now.


    Greetings

    It should be fixed since recent class changes applied in live this morning, you will still see wrong attack speed values in interface until next patch but character will attack faster as expected.


    Greetings

    It will be fixed with next patch.


    Greetings

    Why did you change mage/knight´s skills to only used by wands?

    Do you think 2h m/k was too strong?

    Doesnt really makes sense to me to nerf it like that, now i have to give up the class combination because i dont own a wand/shield lol


    other than that the changes are reasonable i guess

    There will be adjustments to this with next patch.


    Greetings

    Is it intentional to not have an additional bonus to physical critical damage in the tank ring id:1220167? I think it's a bit weak, you lose too much, especially when switching to a striking class such as k/wl - of course, using only plate equipment. by the way, you could tidy up the lv of new jewelry, some have lv 104, some have lv 105

    Critical damage output difference between Final Form set versus Bulwark set is just around 6.25%~ in an end game equipment comparison. We do not plan to add more critical damage currently.


    Greetings

    Hey,

    Currently Barbarian's cut (1492128) dmg is based on the main hand weapon. However, some classes go all out on off-hand dmg with titles, artefact rune etc like w/r , b/w (even worse here because of low instrument dmg and lack of passive multipliers) I think it makes more sense for the skill to use the highest dmg source of a class for it's calculation (main hand vs off hand)

    You can use other gauntlets for such classes if you think it would perform better. This isn't supposed to be a global equipment. Also there are expected changes for all set piece hand equipments, shared as planned changes in website.


    Greetings

    I understand that you want to reduce the power of scripters but doing an instance like Orkham where you need to change to loot picking titles in every mini boss and now remove that option because we are permanently in combat is not nice at all. Exclude lucky titles/title system so u can change from/to them allways.

    Combat handler of Realm of Forgotten Legends will be is added to all custom instances to prevent this issue.


    Greetings

    We do not plan to block any of these in combat as it is doable manually without requirement of searching item in bag, unlike titles.


    Greetings

    aka is getting ~52% dmg with new set. that's why 65% is a bit much ^^

    I have a different experience with Warrior/Scout :)

    Regardless, I think we can agree, that -10.5% is slightly misleading and the actual dmglossvalue is closer to 15%.

    -10.5% is amount of physical damage % you lose. It doesn't indicate anything other than that.


    Greetings

    Quote

    Warrior

    • Changed Slash bleeding to downscale with physical damage reduction.

    I haven't had a chance to test this change, but I would assume a new formula was put in place...
    I feel like we are over-engineering Slash Bleed at this point. It goes from being too op to very useless. Maybe change it to a flat amount like other dots and give spear another purpose.

    Change is about preventing inflicting damage when boss isn't supposed to take damage, such as Zerdeon.


    Greetings

    Skill will be enabled back with current state with next patch. Adjusting damage over time requires client patch so we couldnt change it in real time.


    Side note; spirit wound does not have physical attack scaling like slash bleed, so it doesnt rely alot on raid setup or equipment.


    Greetings

    I rly dont understand this new second gloves you have added. In my opinion we dont need to be pushed to play with katana or to be scout. In my opinion 1h with no shiled talisman or any other weapon in offhand will be incresed as i know every rogue is played with double daggers wich means if we take gloves only option is katana.

    Pls reconsider this and change this option witch is not fair to players who dont play with katana.
    I dont like option to be pushed only for normal set or to be scout...

    Thanks in forward

    This is different option for each gameplay decision, rather than a forced option. You can play however you want. Gauntlets of the Shadow is stronger for everything else, which is also not an option to force the player to play non ranged/katana.


    Greetings

    Not moving will result in losing similar buffs, it is our bot preventation.


    Greetings

    It is also intended that even if you are using skills you have to still move to prevent losing Rune Overload. For example if Im tanking a boss that doenst move and Im spamming my skills Rune Overload will also stop since Im not moving and its kinda annoying just having to move to prevent this. This also happens with K/m but since K/M aoe doenst have cd you can refresh it isntantly.

    We are excluding custom content from this checker, if you give the instance where you need to stand idle without moving for long time, we could exclude it too.


    Greetings

    Both will be corrected with next patch.


    Greetings

    Please check your defense value if it happens again to compare. There is currently a known issue where another player is having 0 defense after class change in Dreamland, we are investigating it.


    Greetings

    There seems to be another issue, where weaponbased attackspeed (like Axeattackspeed) also only works on the weapon itself.

    If you use X weapon type atttack speed stat on X weapon type weapon, it will affect only the weapon its attached to, which is intended. If you use X weapon type attack speed stat on Y weapon type, it will affect all X weapon type equipped.


    Greetings

    This will be changed with next patch, along with damage attributes.


    Greetings

    • Warrior/Mage
      • Changed Lightning Burn Weapon to reduce aggro by 20% additionally.


      At least in Orkham it does not work yet. In character interface also the reduction is not shown. Could you please take a look into it?

    You won't see it in character interface, but effect will work.


    Greetings

    It is not, this will be changed but there is no ETA.


    Greetings

    There seems to be another issue, where weaponbased attackspeed (like Axeattackspeed) also only works on the weapon itself.

    If you use X weapon type atttack speed stat on X weapon type weapon, it will affect only the weapon its attached to, which is intended. If you use X weapon type attack speed stat on Y weapon type, it will affect all X weapon type equipped.


    Greetings

    Change is not about this passive. It is about rate of benefit offhand dps skills getting from katana.


    Greetings