Posts by Yukki

    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

    Hi, as Title shows older core instances are missing cards from the new system.

    I wonder why thats the case since all new Awakend Instances and Core Instances got implemented inside the new system. I also see a chance to motivate players to enter older instances again from time to time through this addition.


    Therefore i would like to suggest adding Inferno, Gorge and Realm of Forgotten Legends towards the new card system.


    Zone IDs: 968,969,970


    Best regards


    Allyria

    ah then i might know what the issue was, i tryed to do a TP point inside a cave to mark a ressource point but then it might be blocked cuz of the jumping puzzle that is at the same location


    also ty for the very quick response :)

    Not sure if this is actually a bug or intended but i cant do more than 15 teleportation points inside millim for some reason.

    Maybe someone can clarify if this is a bug or intended.

    (yes i have more than enough marking ink and places in the Teleport book).


    best regards


    Allyria

    Well I think they most common way to find a guild currently is to writte into the world chat or check out people in atlas city. ( some guilds also post that they recruit people )

    Also checking rankings can help in terms of checking for active guilds / people.

    Definitely a better way then checking the guild board from the NPC.

    Also newbies have access to the newbies guild which is managed by GMs altho idk how many newbies really find that ( idk how the newbie guild system works at all)

    From my personal experience also a thing I can add it's rather hard these days to find a guild as a beginner since the community is rather small and most active guilds are around since years so they don't recruit newbies frequently.

    Altho there is some guilds that recruit frequently and advertisie it in the world chat ( a handful )

    I usually play warrior classes, but I can’t really figure out what I’m supposed to do in these kinds of games. Warriors are typically known for being slow but dealing high damage. However, when I play a warrior with chain gear, I notice that the damage I take is very similar to what I take when playing rogue classes with leather gear.

    Honestly, I don’t even know which class I should be playing. It feels like every class has its own problems.

    Right now, the classes that seem to actually perform decently for me are → W/WD, K/WL, W/R, and DR/W.

    But when I look at my gear, I see that a friend with much lower gear — like 200–300 gear score below mine — does way more damage as a mage. Sure, mages are supposed to hit hard, but it feels ridiculous that someone with much lower gear can deal three times my damage.

    Apparently, everyone on the server thinks the same way — there are only mages and rogues, no one really plays warrior. I’d really appreciate it if someone could explain this to me or help me understand what’s going on.

    yeah welcome to coa class balance, TLDR Magical balancing and tank/healer balance is quite good while physical balancing well.... lets better not talk about this :D

    Would be interesting if you could provide information about which guilds should have been making profit from origin and or are running constantly ^^ From what I know most guild did exactly the amount of runs they needed for the unlocks and after that stopped running in total because of the "great" design of value and the new system :)


    As I said those concerns where mentioned by a lot of players from the endgame guild community but ended up being brushed off so IDK why your trying to sell to us now that all was calculated and well thinked through while the community clearly sees that it's not and all we warned you about at the release was coming true, more and more people from endgame get banned, quit out of frustration or left the server due more and more p2w and all that's being done here is finding smooth words to justify those things, this is why with my deepest condolences about the game and without wanting to be offensive in any way I need to say this is really a sad thing to see, but sometimes some clear words must be spoken instead of a argumentation that is a lot but not honest in my opinion.


    Also great argumentation that value is still there

    From my experience

    Value of necro and origin is close to 0

    So people shortly after release went back to orkham and grafu again after waiting a year for a new instance :)


    While at the same time meanwhile items from IS got more expensive for "inflation" reasons


    But it's kinda interesting that instead of first focusing on lower instances the jump directly to necro was made as well btw. Kind of interesting first necro and now after some months idk/fa requirement reduction, shouldn't it not have been the other way around? ^~^


    Best regards

    Well in many situations "there will be" also comes with "in the future in maybe years" altho players where mentioning the poor system right from the start and everything players said about this system at launch apparently become true x)