Did some testing can confirm aswell it works again now also great work with the GCD changes from last patch btw the snake-poison-arrow issue seems to be fixed now aswell as far as i can tell so far.
Greetings x.x
Did some testing can confirm aswell it works again now also great work with the GCD changes from last patch btw the snake-poison-arrow issue seems to be fixed now aswell as far as i can tell so far.
Greetings x.x
Display MoreIkaria if it would work scouts would not complain about it having issues since the changes
Greetings
If there is issues and skill works other than described my prev post, then it should be reported in clear way. Meaning clear description of issue, and which settings. Saying Fix XYZ is not a valid bug report.
Since it must be reproducible, and currently multiple DEVs have tested this change without seeing any issues.
Greetings
I did that few times in the past already even with video Prof and can give more explanation ofc but did not do so since it already got reported multiple times from other scouts so would have been nice to ask for further information instead of first saying it works as intended I guess
Can look into it when I have time and make a video if needed x.x
Greetings
Ikaria if it would work scouts would not complain about it having issues since the changes
Greetings
fix automatic shot, this skill dont work, i must click it all time when targed dead
They should just exclude the skill from the most recent changes (last patch that broke it and this patch trying to fix it) before they patched around it worked fine and I don't think any scout would not be happy about it xD
Cooldown system will be entirely reworked soon, this might render this issue obsolete or make it appear in different form. Until then there won't be any investigation for this.
Also scouts will finally get benefit of dynamic cooldowns properly, along with other balance changes to make this reasonably impactful instead of breaking its balance.
Greetings
This sounds pretty fair and good to me than i shall wait until its released
Display MoreDisplay MoreIf u use it once in a rotation without spaming or sth it can work but you need to link it to be prio in some way, so no other hits can be done without snake poison beeing on the target but if it comes to spamming the skill it breaks after few hits and buggs out (even if placed as total prio and with the condition of snake posion beeing applied on target etc)
-> delays happen for some reason e.e
Also atk speed sadly seems to have bad effect on this somehow (makes it worse, even tho it should make it better -> more hits because of higher atk speed but nope instead you gain 2-3 hits 1-2sec lag 1-2 hits lag etc and also even with same atk speed over a longer time the skills sometimes gets out faster and sometimes with some lag (thats what you can see in the vid with pure red 1sec red and totaly up without beeing used even tho ITS first prio skill in macro with a lot of work put into (was working fine until one patch as i said but everything i did was not able to fix it and other players have simular problems )
Hope this explains more on what this problem is rly about maybe some dev might be able to give further info about fix etc
But yeah in sequenz for boss it works fine with all the conditions but for aoe rotation sequenz with other spells it doesnt work good in any way becuase of it coming out with sutch inconsistance even tho it clearly is meant to be spammed in AoE rota.
You can try use Joint Blow after Snake Poison in your aoe rotation
I will try it out, i did not try that one yet so maybe it will work, i will give feedback after testing hopefully it will help.
Edit : Tested and as much as i can tell in atlas city at the dummys it works better with joint blow after snake poison with some fine tunning from my side via lua edit, but still not optimal and not tested inside instances yet so ye better but not a perfect solution but still ty for the idea
Display MoreDisplay MoreNo, thats not the point and also inside the vid you can clearly see the fluctuation even without the buff
Also this is a well known issue by now and many scouts changed to other class combinations because of this.
Also for other Spells like Shot that you mentioned its a instant hit (one click )while snake poison is a area of effect click ( two clicks ). And somehow this leads into it bugging sometimes and not getting out even if the skill is clearly rdy -> skill up but it still tells "snake poison arrow not rdy" even tho all skills i use in the rotation besides snake poison are one click insta skills
Also i tested around alot and this always happens inside burst once i have only one atk speed buff activ ( 25% more atk speed).
Once i have at least 2 buffs activ ( ~ 40%+ ) this bugg does not happen anymore for some reason most liekly somewhere between this value there is a point where this happens and it is pretty annoiying
Also if it would be the case like u mentioned no bug at all i wonder why sere agreed with me and also mentioned that cruvor reported this issue aswell in the past.
Also no dev reacted so far to this post what makes it even harder to understand what exactly is the problem.
But in the past i never had this issue, it started happening one day with one patch but idk which one it was
But its sad that this issue still is around even after months <-<
tbh easy way to fix it for scout/druid would be to make snake poison one click on target again like in the past but at the same time make it deal aoe dmg with the poison dot instead of area of effect
But maybe a dev could tell us more about if it is bugged or what exactly is the problem e.e
Also even tho i mentioned that it is getting better with 2x atk speed buff from myself it gets worse again if playing inside group with buffs from other classes e.e
And NO its not a macro issue it also happens without macro and only using the aoe skills x)
So yeah in the end its main issue is inside FULL burst with a lot of atk speed and the skill close to zero GCD it hits like with a lag of 1-3 sec and after not even close to the rate it should while telling me "not rdy" even tho skill is up since 1-2 sec XD
Also this is pretty rip for dmg inside instances with a strong group where it depends on the first few seconds on if you even deal dmg or everything is dead already xD While it also is a lot of wasted time inside your burst what is even more noticable since the burst of scouts got lowered to ~ 15-20 sec
hmmm, seems it's really bugged, and it also happens with other spells, if you flooding the same spell, at one moment it breaks, but if using spells in sequence like shot vampire joint it works fine, without any delays after skill is ready.
If u use it once in a rotation without spaming or sth it can work but you need to link it to be prio in some way, so no other hits can be done without snake poison beeing on the target but if it comes to spamming the skill it breaks after few hits and buggs out (even if placed as total prio and with the condition of snake posion beeing applied on target etc)
-> delays happen for some reason e.e
Also atk speed sadly seems to have bad effect on this somehow (makes it worse, even tho it should make it better -> more hits because of higher atk speed but nope instead you gain 2-3 hits 1-2sec lag 1-2 hits lag etc and also even with same atk speed over a longer time the skills sometimes gets out faster and sometimes with some lag (thats what you can see in the vid with pure red 1sec red and totaly up without beeing used even tho ITS first prio skill in macro with a lot of work put into (was working fine until one patch as i said but everything i did was not able to fix it and other players have simular problems )
Hope this explains more on what this problem is rly about maybe some dev might be able to give further info about fix etc
But yeah in sequenz for boss it works fine with all the conditions but for aoe rotation sequenz with other spells it doesnt work good in any way becuase of it coming out with sutch inconsistance even tho it clearly is meant to be spammed in AoE rota.
I don't understand, what are you talking about, but scout has own mechanics of GCD(Global Cooldown), it depends on your attack speed. For ex: spells like Shot, Joint Blow, Vampire Arrows and Snake Poison Arrow has cooldown reduction depends on your attack speed, so it means more attack speed - less cooldown. As i can see the video, when yout start testing, you had buff from your pet on attack speed, so its already changed your cooldown. Maybe thats why you thought that the spell is buged.
This spell works as intended if spell were buged, i guess the other spells like shot, joint blow will be broken also. Because they are using the same gcd mechanic i guess.
No, thats not the point and also inside the vid you can clearly see the fluctuation even without the buff
Also this is a well known issue by now and many scouts changed to other class combinations because of this.
Also for other Spells like Shot that you mentioned its a instant hit (one click )while snake poison is a area of effect click ( two clicks ). And somehow this leads into it bugging sometimes and not getting out even if the skill is clearly rdy -> skill up but it still tells "snake poison arrow not rdy" even tho all skills i use in the rotation besides snake poison are one click insta skills
Also i tested around alot and this always happens inside burst once i have only one atk speed buff activ ( 25% more atk speed).
Once i have at least 2 buffs activ ( ~ 40%+ ) this bugg does not happen anymore for some reason most liekly somewhere between this value there is a point where this happens and it is pretty annoiying
Also if it would be the case like u mentioned no bug at all i wonder why sere agreed with me and also mentioned that cruvor reported this issue aswell in the past.
Also no dev reacted so far to this post what makes it even harder to understand what exactly is the problem.
But in the past i never had this issue, it started happening one day with one patch but idk which one it was
But its sad that this issue still is around even after months <-<
tbh easy way to fix it for scout/druid would be to make snake poison one click on target again like in the past but at the same time make it deal aoe dmg with the poison dot instead of area of effect
But maybe a dev could tell us more about if it is bugged or what exactly is the problem e.e
Also even tho i mentioned that it is getting better with 2x atk speed buff from myself it gets worse again if playing inside group with buffs from other classes e.e
And NO its not a macro issue it also happens without macro and only using the aoe skills x)
So yeah in the end its main issue is inside FULL burst with a lot of atk speed and the skill close to zero GCD it hits like with a lag of 1-3 sec and after not even close to the rate it should while telling me "not rdy" even tho skill is up since 1-2 sec XD
Also this is pretty rip for dmg inside instances with a strong group where it depends on the first few seconds on if you even deal dmg or everything is dead already xD While it also is a lot of wasted time inside your burst what is even more noticable since the burst of scouts got lowered to ~ 15-20 sec
WTB information from devs <-<
Some dev might be able to give some response on this matter?
Would be really appreciated to know if we can hope for a bug fix on this matter or if it wont happen
I started this game like few mounths ago,i tryed to catch people that play for long but obvious that will takes time,What i saw is that most of the changed dont help the new players at all.I will say the ones that i obsver and influence my gameplay since i was not impacted by all because im priest.so i want to start with the PRiest buff that modified the atack from a fix nuber to a percent,i know it was discused before but for me this maked me to not make for example aod from wave 7 to wave 3 since my percent dont help me at all,now the priest scout class cant be used to kill with heal gear.Another think i saw is about events,most of the time the events change in the midle of the events,the rewards packs are changing or the way they reset.Now jamie Rayer had an event with the clothing machin that before patch can be reseted with Transport rune now it cant,you need to buy a 80 dia reset scrol for it to get 5 packs of material for the event reward pack,so you need 160 dia to get 10 dracos materials.For a new player this is really nonsense,why someone would play so much for it when you need thousand to make all dracos,why you guys whoul change that since for the old players they not even care,most of them 99.99%i bet they already have all dracos cards,if they didnt make them they bought them.You guys need to find a way to reduce the difference between old and new players since this make the game really harder for someone that dont play for 10 years to play.The events are for new players not for old ones,i did all events every day and is hard to see a strong player doing them because they dont care,they pay 10k dia and buy all cards and thats it,events dont give nothing for them.So why to make them expensive?
p.S.sorry for my english im not a native english speaker and sorry if upseet someone,is my first and fair opinion about this.Thanks and hope to reconsider the event reset with transport runes.
I can understand your concerns about the events in the past many players already complained about it. And also about reset tickets being very expensive.
A solution I would come up with to maybe fix this is that every player is able to buy 1-2x reset ticket on a daily base with low diamond cost (10-20).
After it will be increasing in price back to 150.
I think that could work out pretty good.
Also buying Draco cards isn't rly good since the bigger dracos have better % than the old dragon zodiacs.
Display MoreDisplay MoreHi,
some thing i noticed while playing scout/rouge:
The class feels great at first but rn it seems to have MASSIVE problems with focus and energy.
Even with dwarf alloy and uni pots it still is hard to play and mostly always running low on both ressources.
Would be nice if the costs could be adjusted or the class gains some skill modifier that would give it a higher regeneration on at least focus.
Since rightnow the cost seems to be a little bit overkill.
Greetings Miraiyu
Impossible to manage resources is intended behaviour for this class. It is how class is curbing its own sustained damage scenario and keep it reasonable for burst.
Greetings
I understand that the class needs some kind of restriction since the skills that use energy are pretty good, just seems to be a little bit of overkill in my opinion sadly no other scouts reacted to the post so hard to tell if I am alone with that feeling.
Mostly its not about the class being to weak its very good actually,-
Thats why I suggested to maybe do sth with the focus cost since doing sth with the energy cost would most likely break the class.
Could be implemented via suggestion that i made a post later with the concentration buff
Would be nice to get feedback about those suggestions since mostly those suggestions where posted by many scout players in one or another way to make scout gameplay smother
Hi, I am not sure why but i experience some really weird behaviour from the Snake Poison Arrow ( ID 499583 )
When played alongside a normal rotation where the goal is to spam it as much as possible it fluctuates with different CDs while i dont change anything at the atk speed.
This leads into breaks inside the rotation because the skill sometimes just goes down for 1.5 sec and then be up again faster.
If i add more atk speed like with a lute or the iss its even getting worse.
While having the skill on 0.5-0.7 it has insane issues with stating that skill is on CD while it clearly is not....
In the followong vid you can see a test of me where the fluctuation can be seen very clearly, skill has 1.33 sec CD all the time but doesnt work correctly it seems.
Also I am not sure since when this started but seems to only be the case since few days because in the past i played a lot on Scout/druid and had no issue with this at all.
Greetings Miraiyu
Hi,
I would like to give some suggestions about Scout in generell that would make scout gameplay more fluid,
since with the burst changes some things dont feel good rightnow and I am pretty sure other scouts feel the same way.
Give all Scout a instant Snipe:
(Having to cast snipe before burst feels pretty bad and since the 8% dmg buff its needed for every scout it is needed because many other classes can burst way faster ) -> leads into scouts beeing not so popular
Remove channeling time from Hurrikan Downpour: (ID 494970)
-> this would make it way better to use with many scout combinations
(if a entire removal wont work maybe give it cast time instead would still be better than channel time)
Make Consentration a permanent Skill that permanently gives focus reg and better shooting while moving
(ID 490460)
-> Ofc the focus reg would need to be reduced from 50% to around 20% - 25%
I think those changes would help many scout combinations alot and make playing a scout more popular again since rn the server has way more people playing rogue.
#BuffScouts :3
Respekt für deine tolle Arbeit
Danke, war viel Aufwand aber hat spaß gemacht
so now randome runs ? everyone should know now how to do stuff
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would be nice if this would be the case more frequently
Video Out now
Hello fellow Arcadians,
Today I want to share my Orkham Guide with all of you.
Since I already wrote alot inside the Video I will make it short inside this Post.
This Guide is meant to be a Birthday Present even tho it's a little bit late for it.
My apologies but I worked on this guide for close to two weeks and it took me longer than I planned originally because I wanted to make the guide as good as possible.
Also big thanks for Querton to review the Guide before the official release to give me feedback
If you have questions or you feel that something Is missing you can always DM me inside the Forum,discord or ingame.
The link to the video will be edited inside this message later because I am not home yet,
but I wanted to already tell people about it.
Expect the video to be inside this Post a little bit later in the evening.But you will know since I will also post it on Discord and ingame.
Feel free to share the link with as many people as possible to make sure than every person that wants to clear Orkham will be able to.
Link to the Guide:
Greetings Miraiyu
Would it maybe be possible to get some offical response to this topic?
Would be interessting to hear what the devs / team thinks about this
Greetings Miraiyu
Hi,
some thing i noticed while playing scout/rouge:
The class feels great at first but rn it seems to have MASSIVE problems with focus and energy.
Even with dwarf alloy and uni pots it still is hard to play and mostly always running low on both ressources.
Would be nice if the costs could be adjusted or the class gains some skill modifier that would give it a higher regeneration on at least focus.
Since rightnow the cost seems to be a little bit overkill.
Greetings Miraiyu
And now please an example how much more you pay let's say for 180 slots like mentioned above
As I mentioned in my post, the prices players were paying under 200 slots were almost free. Barely 1-2 diamond per day. Those prices were not updated in our first big Houses patch some years ago and it was something in our to-do list for a long time. For your 180 slots example we went from 1.7 diamonds to 12.7 diamonds per day.
I mean what we actively said was up to around 200-250 slots the price exploded even tho the price curve got smoother for more slots the initial cost got higher what is a problem for us to explain in better. So in order to make it as it was before the price begin would need to be adjusted so if 2000 now is new limit instead of 1000 curve needs to be adjusted I a way that the price from 200 slots now goes into a direction of what 500-800 slots would look like (just a example of what I would think would be accurate if you want people to use the system correctly without having to pay so much for lower slots )
The curve was already modified to be smother. What you propose can't be done. There is no way to compete in any new diamonds offer price if the original you are talking about was close to 0. This price was not normal and now it got fixed. That being said, we understand that for those with smaller houses/number of slots this can be a big change. For that reason (as I said also in my last post) we are creating new f2p ways to obtain House Energy so the need to pay diamonds can be reduced/removed. Please, be patient and wait for the next changes.
I am looking forward to those f2p ways we gonna see if it will work out,- I hope those will be introduced soon tho since its always a interessting experience to see how systems get changed and get more expensive while the f2p ways get introduced later at some point while the cost things are always there instantly
Because basically what you said was lower slots had old cheap system we fixed that it was cheap LOL while we also lowered cost for more slots ( most likely only nice for 2-3 people that had that amount of deco but still nice change for those while not a nice change for majority of players because those 99% need to pay more than 10x the price from before like u said before 1 is now 12 uwu.
(You said that you dont want to scare players with big jumps but i consider that players get scared of houing way more if they see the higher price from the beginn,- before players got scared around 180-200 slots while having to pay 300-400 now this peak is here way earlier XD)
Also if plans are there to add f2p ways to get cost around zero as you say how cant it be directly implemented into housing for lower slots Wouldnt hurt i guess but i understand that that would not fit in curve for some reason i mean the question that i have in my head is is house energy supposed to be expensive or not ? and further should it be expensive to keep decoration in place or not ? Since i guess more people would decorate house without the cost from housing energy and would buy more deko from shop in the next step but thats just my way of thinking i might be wrong here.
Or in other words why do we need to add new f2p ways to gain house energy because it got more expensive instead of jsut lowering cost of house energy while keeping prices for dekorations same since its decison of player how much and if they want to buy cheap/medium/expensive furniture ???
Because house energy cost needs to be paid from every player while its hard to interact with it as a player if you want to decorate while buying furniture and deko can be interacted with way easier.
In short:
Lower cost = more creativity and more players get encouraged to build beautiful houses
Higher cost = lower creatifity and lower players get encouraged to build houses because house energy for low amount of slots now is through the roof. W.W
RL example if you bought a 180 balls of ice cream for 180 euro and someone tells you that you would now need to pay 1800 euro because curve got fixed people wont be happy but at the same page you tell them BUT if you buy 600 ice cream balls the price will be way lower than it was before uwu
Some fun fact about my House i paied around 70-80k dias for my house if i remember correctly already because of furniture this is a lot and i even think it would make seense to lower prices in generell since i highly doubt that there are a lot of players that spend that much or want to spend that amount as i can see from rankings aswell and what should i say other than that that is around 240 slots of furniure
Greetings Miraiyu
Display MoreWe noticed that some aspects related to House content were more expensive than we would like to. We are working now on a longer plan to drastically reduce the prices so, the last patch was only the beginning of the new improvements. All the changes always have a reason behind and listening to the community is important for us.
The example you mention: to have 17k as daily cost now means that it was +38k before the patch, which is a 55% discount.
Let me give some points on how we want to proceed:
- The first 200 slots. They still had an old price which was not in concordance with our actual Housing system. These prices lead to people stopping once reaching 200 slots and never interacting with any of the new features we keep adding. Now the price is lineal and doesn’t have big jumps that could scare the players.
- From 300 to 1000 slots, the daily cost prices got around 55% discount. The slot unlock cost is also 71% cheaper. We think this will allow the biggest majority of the players to have the chance to play with the system and create bigger houses that fulfill their wishes.
- Maximum slot number is now 2.000 and its price is still lower than the old 1.000 cap. Hardcore players have the opportunity to use all the possible space, paying less than before.
- We are reducing the price of furniture in the store so it's easier for everyone to get them. Some were already reduced on the last patch and the rest will come over the next patches.
- Arcadia Coins are now included as a possible currency to buy furniture.
- We are planning more ways to obtain House Energy in the future and not only from diamonds. Like this, we think that the increase of costs in the first 200 slots won't be a big problem for those who were enjoying the old almost free price.
We will give more information once we collect all the feedback and progress with our changes.
I know that the 17k example that was shown by Zyrex already is way cheaper for him now than it was before and I appreciate the approach but still it's way to high and as Lutine,Laisha And I mentioned the cost for lower slots got way higher so bad trade of for most players since majority of players now pays way more than before therefore we ask for a change and a reduction. Therefore people won't go higher than 200 regardless the change XD
I mean what we actively said was up to around 200-250 slots the price exploded even tho the price curve got smoother for more slots the initial cost got higher what is a problem for us to explain in better. So in order to make it as it was before the price begin would need to be adjusted so if 2000 now is new limit instead of 1000 curve needs to be adjusted I a way that the price from 200 slots now goes into a direction of what 500-800 slots would look like (just a example of what I would think would be accurate if you want people to use the system correctly without having to pay so much for lower slots )
Btw I apologize for tipping mistakes my phone sometimes is living a other live with auto correction e.e
Display MoreDisplay Morethe problem is, that you had to pay much much less before, if you for example only had 100 furnitures
Well the thing is house energy isnt sth that should be needed so much tbh, all the furniture and stuff already is pretty expensive and having to now buy A LOT of house energy to keep up all the slots will lead into less players using the feature at all since most likely no one wants to pay thousends of diamonds to keep the furniture every month. This should be fixed and prices should get lowered again. 17k a day is 510k a month equal to 1.7k diamonds every month for keeping dekoration so 20k dias every year jsut for keeping slots XD Thats crazy if we see that without a promo that equals 100 euro for keeping dekoration on spot xD its like paying rent ingame did not know we have rl simulator in housing now xD (legit this equals rent in some countries if we consider that 100 euro is a lot for people outside eu)
Edit : its good that they improved it for lower amount of slots but overall the cost got increased by a lot it seems so yeah thats the big problem here
Display MoreNow I have to pay 5k/day. Seems like a little overkill.
5k per day? That's really insane! Lemme check how much I got...
Approved seems balanced XDDD
Same problem here, RN after the changes the House Energy i need to pay every day is 6k... This is more than overkill and i hope this will get changed soon since otherwhise i will definitly need to shorten my well decorated house Q.Q