Posts by Yukki

    Hi regarding Scout/Champion,


    while the class feels very good and is pretty good in terms of dmg, i find it quite annoying to maintain the buff from 1490774 because it runs out so fast.

    Maybe it might be possible to give the class some QoL by making the buff (1501097) 12-16 seconds befor running out instead of 8 seconds.

    Hi, I wanted to ask / suggest if it would be possible to customise burn effects for cosmetic reasons for example some titles or equip give some effects already, would be cool if we could adjust those towards cosmetic, for example the orkham kill title gives us green burn effect, while some other equip makes it red (see picture) would be cool if we could get those as cosmetic in other colors aswell like blue, red etc and if we could decide left/right side to be able to do mixed color stuff.

    It also would be cool if roadmap could be updated towards current state, now that the website is getting a lot of attention x.x

    Since by now I wonder if kawak/ nostalgia rework or the milim expansion will be released first ?

    Das die prozentuale minus Haltbarkeit im Prestigepass jetzt angeblich "gefixt" wurde, ist meiner Meinung nach eine Unverschämtheit. Man spielt den Pass so schnell wie möglich, um diesen Teil freizuschalten und dann heißt es plötzlich, es wird auf 15% runter gemacht, weil es angeblich Fehlerhaft war. Komisch ist, dass dieser "Fehler" sehr viele Patches überstanden hat und niemanden gestört hat...Man möchte wohl einfach nur, dass wir Spieler wieder mehr in die Tasche greifen und Hämmer kaufen müssen. Mittlerweile wird vieles im Prestigepass so hart runtergeschraubt, dass es sich absolut kaum noch lohnt diesen zu leveln geschweige denn, Auf Goldpass upzugraden. Schade eigentlich

    Hello


    As mentioned in other thread - we haven't changed this benefit in any way. The description stated 15% (30% with a boost) this was previously -85% and -70%(so boost made it worse, as did taking this benefit to a higher tier), and that's now what players are receiving. If you have feedback on proposed values you may use the correct thread to propose changes. But expecting a bug to remain unfixed simply because it was existing already for a while and benefitted the players is not planned. It was reported to the team by a player and fixed within 1 day as soon as it was brought to the teams attention. No team is perfect and mistakes happen, sometimes even for many years before being found.

    but would it hurt to change the benefit it general to the "bugged value" ? since i think many players would agree that 15% is insanly low and i see no reason to now fix it and therefore nerf it to that degree ( prol players assumed that 15% was current value before patch, including me btw and i will also not buy prestige anymore i wanted it for next season but well mainly for card system and this benefit which both are not valuable anymore since i heared that prestige coins for boost cards got way more expensive and daily cap was introduced for whatever reason... ) since now its a very bad value and also i think cuz of this a lot of players bought prestige, already heared several players thinking about not buying prestige anymore if it stays like this but idk just my throughts i guess

    About Atlas Training ground while i really like the core idea about it, it misses a way to test weapon rolls. Testing classes and skills already is easily possible with bad weapons and without beeing able to test different weapon rolls the new area sadly doesnt really have a benefit for a lot of players :/

    Feedback regarding Scout/Warrior changes from todays patch.


    If snipe is used very fast after manadrain arrow was used snipe sometimes stil has CD caused by mana drain arrow not reaching the target fast enough. Can be solved through debuff check in kitty/ lua but makes the rotation a bit slower than it could be. Would be cool if the target reach speed of Manadrain Arrow could be increased like it was done with the Snipe of Scout/Warden.

    Some Feedback about Scout/Warrior

    If possible please remove the cast time of Snipe it interrupts the flow of combat a lot, which kind of kills the fantasy for me a bit since it otherwise is a very fast "mini gun" type of gameplay.


    Edit: Thank you for implementing it <3

    dex pattak are primary stats beside of them you have additional stats that related to weapon type(melee/range/magic), in game you have "MELEE_CRITICAL", "MELEE_MAIN_CRITICAL", "MELEE_OFF_CRITICAL" all this parameters you can get from GetPlayerAbility and they are seperated same as damage/attack speed


    idk, might be some old weapons gives stats to all crit type due something design/issue.


    so based on this logic beside primary one, each weapon type additional boosts their stats that related to them.

    But since crit/ crit dmg % are new modifier and flat value is on wep + % those should be given out like dex , patk etc since as mentioned above it otherwise would be unfair disadvantage if classes that need to build multiple weapons and therefore have higher cost for building gear get no stats/ same stats that classes that only need 1 weapon


    Thats why dex, patk and other flat stats on weapons always got counted together just seems to be buggy for me idk thats why i reported it in the first place

    Basically this part applies then x)

    no you are looking at sth else, everything from weapons should count towards stats but apparently it isnt the case for those 2 stats (new stats) which makes no sense, dex, patk and other stuff also is calculated together and always was x.x

    The only thing that should only come from main hand is the atk value of p dmg but stats on weapons always count together ( at least never was different ) also this is a bug report so dev will check regardless , btw what you mean is atk speed not crit,atk speed always was seperated with melee / ranged attack speed beeing 2 different things.


    But since crit/ crit dmg % are new modifier and flat value is on wep + % those should be given out like dex , patk etc since as mentioned above it otherwise would be unfair disadvantage if classes that need to build multiple weapons and therefore have higher cost for building gear get no stats/ same stats that classes that only need 1 weapon


    Thats why dex, patk and other flat stats on weapons always got counted together just seems to be buggy for me idk thats why i reported it in the first place

    Hi, Dagger isnt giving correct value of stats showcased or its visualy bugged?


    crit hit and crit % isnt changing at all altho the weapon gives those attributes on the weapon. This makes no sense and since this currently is the case it doesnt matter if the weapon is red or gold at all, i just noticed that the values are not given out in general since i upgradet my dagger today and noticed no difference at all.

    Dexterity and patk are working correctly, its just crit % and crit hit. Its the same with some runes btw they also dont give stats if used in both weapons altho possible to do it, which i also noticed a while ago altho not as impactful as this.....

    Also please dont tell me its like this by design, since that would just give every class that uses more than 1 weapon a disadvantage since it promotes that its not worth building multiple high tier weapons that are very expensive in terms of money/diamonds compared to classes that only need 1 weapon to be played.

    Hi,


    According to my observations ( personal feeling )

    Gold has become harder to gain over the last months while I was inactive.

    What I mainly think is the source of this is that now it's basically close to impossible to farm Vale of Rites for gold.

    I understand the changes to drop rates since drop system was heavily outdated for endgame players but even as a endgame player it now is hard to gain gold from Rites ( close to impossible ).

    That currently only leaves players with one way of gaining gold through fishing which is a deal breaker for many people that don't want to just stay at the river waiting for anything + it takes a lot of time to reach lvl 100 on fishing in the first place.

    Also those changes made it insanely hard for newbies to gain gold and sell it to make some starting dias to set foot into the game.


    It's also got nearly impossible to gain the needed amount of gold for weapons, cards and even guild buffs with that drop rate change since it's nearly impossible to gain enough if we can only run vales of rites with full drop buff's. This also is a issue because we also need the drop buff's for grove in order to gain echos....


    I therefore would like to suggest that Vale of the rites gets excluded from the new drop rate system or rates get adjusted so that players can gain gold like before (3,5-5m) per run.


    Greetings

    In addition to Pistanos post: my solution idea: The Setskill from grave of the seven heroes that got changed to additionaly decrease consumption by 15% either increase to 25% or make it so we can use unlimited arrows ( equipped ) once the buff 3h is running but limit the usage of the setskill to 2x per day. Ofc if limited buff needs to stay if the player dies ( currently not the case)


    also please remove the green materials from the crafting recipe of grove ammunitions.

    This sounds very promissing, ty for the update ^^ I shall eagerly await the arrivel of kawak then :D

    I also agree with your opinion.

    Its a issue since years and got worse overtime.

    The biggest problem overall is that all classes that use gun,arrows or blades are heavily at a disadvantage compared to Healers, Tanks and most magical classes. Since we need to spend a hell amount of arcadia coins and gold in order to craft those ammunitions. Especically Scouts are heavily impacted by this because our ISS Hurricain Downpour eats ~ 40-50 arrows everytime we use it -> every 5 seconds in a aoe rotation and also cdr / meta weapons make this even worse, every round of grove for example is close to one stack (10000) arrows.

    And while everything else also got more expensive and manors to decrease the amount of arcadia coins where made in the past, the prices for crafting arrows get higher and higher with every new core instance update..... Which is not udnerstandable in any matter since the balancing also seems to be expecting of us to use the new arrows in order to have the same damage than a equally geared magical class. Speaking for my personal experience i cant build even orkham arrows anymore and grove arrows seem to be a dream i will never ever be able to achive at all since i wouldnt be able to safe any AC/materials from grove (green) for new gear otherwise, which as i said already is a huge disatvantage compared to other classes that are not influenced and therefore by default in a better position.Had to go back to rofl arrows which is a huge downgrade compared to the new arrows....


    TLDR: Most Mages, Tanks and Healers have a huge advantage since they dont need to spend insane amounts of


    Gold

    Arcadia Coins

    (Grove Materials)


    while classes that use ammunitions ( especically scouts ) are on a disadvantage of those resourcess and get handicapped in terms of damage if they refuse to craft them, which is a unfair punishment for playing classes that use ammunitions.

    Hi, not sure if this was already mentioned somewhere therefore sorry if this already got answered but might it be possible to update players about future plans of artifakt exp gains? With kawak how high can players expect to get with their Artefakt? Will the curve be smoother / faster so people can catch up that now returned after some months break? Currently it seems impossible to catch up since Origin isn't runned frequently ( just for unlocks as players predicted at release).

    Also a new Artifact from the dwarfs ( lower focus cost over time was added which is way better than the old one from kalin most players crafted and got exp on it. Can we expect a item to be added which will let us transfer exp from one to another Artefakt or are we seriously expected to do another 300 runs into instances to lvl it up again + spend diamonds on amulets?

    Like IDC if the transfer item costs 10-20 PNC or the equivalent of diamonds but I think it would be a fair solution.

    Also it is planned that housemaid will sell house energy in future for more currencies. Also house energy might appear in various rewards around game activities plus inside house itself with further furniture/building changes planned near end of year. It is welcome to share your ideas on other places where house energy could be obtained to make it wider available without high spending cost or to allow you to increase amount of furnitures in your house with low effort.

    Since this was over a year ago I would like to know if there was made any additions to this, since last time I checked ( increase in price caused by housespace slot curve ) there wasn't any change towards house energy sources and prices as far as I could tell, but maybe I miss something.


    Best regards