Posts by Merkur

    My first on look on this system give me magical orgasm, but today, when i have gained a broader view of the situation i can say only that is sad and disturbing.


    Let's summarize:


    1) you kill mobs and you find card or not = RNG

    2) card have random amount of parameters = RNG

    3) card have random parameters = RNG

    4) card have random parameter value = RNG

    5) try find items, which you need in shop = RNG

    6) buy item and try your lucky = RNG     - even with pro stones value of parameters is full random so you can have +30, after use you will have +4


    I love arcadia, when i found this server i said to global "**** you", and i stayed here because i hate GF policy. I want find here only good emotions.

    New system is really nice, because we need much time to make our character strongest, i like grind, but grind with rng is curse, i hate this. Im arcadian's player, not casino player.


    Someone in this thread said: "that is great feeling when you win with rng and took pro card". I disagree with you.


    My flashback from global:

    1) i have +19 weapon

    2) i purchase dias for 500 pln - that was big price

    3) i spend all my dias to use a wheel of fortune with %%% to get + to my weapon = RNG

    4) my weapon +19 -> +17.... it rattled my nerves

    5) i did second purchase

    6) i spend all my dias again in wheel = RNG

    7) i win with rng and get +20 weapon, that give me satisfaction? a feeling of accomplishment? absolutely nope, nope, nope. The fact that I finally succeeded only saved a last of my nerves. That is totally bad system


    PLS DONT ADD THIS CRAP SYSTEM HERE!!!

    Ok get 12 ppl and pls do rofl whit red gear in less then 2 hours now...

    I just want to add something. I myself started playing CoA 2 weeks ago, after a long pause, and currently I just have a red RoFl mage gear and my dmg is almost compareable with people that are already full golden. What I want to say is that its not often the gear. Sometimes theknowledge about your class and a good decision making is more important than gear. You can easily keep up with people having the best out of the best gears just by knowing when and what to do in certain situations. And I also can say that the current dmg I do (even with the current nerfs) my red RoFl gear is still performing better than my old gorge gear a year ago with a total total RoFL dmg reduction of 0%

    I can't agree with this if you compare with good (not noobs) players with gold gear, you have red gear and you can compare with they on dps, i can't say "you are pro mage" i can say only "perfectly balanced".

    https://imgflip.com/i/58r3ez


    I can be wrong, I do not refuse you skills and I know we have different with different players and I know that I do not know everything myself. However, in order to be able to compare a mage in red equipment with, for example, a champion in gold gear, even if you compare yourself to an average champion who gets 65% -70% from his class, and you get everything what you can, that is 100%, I still can't say that this is how it should look like you do as much as he does, because there is a big gap between the red gear and the gold gear.


    Ashlynn i should ask, you compare you dps versus others classes or other mages? If you compare vs mages, then i can say you are really good player, but if you compare vs others classes we have big % for that the balance is not good. But we can't say "balance is bad" if we don't have balance :D

    first thing rofl got changed and was made harder in one of updates , more resist and other things so its not same as before. 2nd what u did makes no sence instead of nerfing all player dmg just remove golden gear. but i know if u do thet gna lose money so its not an option. also lutine try doing rofl with GORGE RED GEAR now , full party and tell me how long its gna take , not rofl red gear but gorge red gear... also one more thing thet all of you people dont get is this game doesnt have much online people so nerfing this much will make it even harder to form partys , cos now u need even more people to do rofl with this nerf.

    last thing is think about other servers and how long they need to finish one instance and how many people u need to do it.

    u dont need to do it with full 12 people it should be done with 8 people with gorge gear so people can do guild runs also. and u need on every server about 1 hour to finish ini ? and even u who complain u do rofl 1 hour. but now people with gorge gear would take 3 hours for shure with 8-9 people in party. Also i know for fact it took people 2+ hours to do rofl with gorge gear when it came out and not 1h as u have mentioned...

    nerfing all player dmg just cos few people complain is not good , but instead make something more challenging for them or simply dont ruin this game for mid geared people, or simply if u want challenge just use gorge gear instead why use golden gear. simple realy challenge your self dont ruin game for other people u r not alone on server and u have ways to make it challenging for your self other ways as i just gave u example...

    1) Why do you think option to remove gold gear (that is actuall endgame content) is better than general nerf dmg? That is stupid in my opinion. After all, if there was no gold equipment, you would not have to collect cores from the instances, so the rofl would be even boring and you will have more problems to take ppl for inferno (example).


    2) In the past, it took a lot of people to clean an instance, our guild did it, as mentioned by deszcz2 for two days and the last boss was killing the best dressed players in our guild in a 12-person party


    3) That our instances take a lot of time and people? have you ever played World of Warcraft? ^^


    4) When i seen argument: endgame content, the hardest ini (by definition) in game should be make in 1 hour with 8 ppl and with low gear i want to cry... No mate, endgame content can be possible to do with 8 ppl in 1 hour, but this ppl should have endgame top gear, not gorge.

    Greetings,

    I totally agree with Cruvor here. Seeing in the past days every time the shop refills/restocks about 5-10 people standing there. If you aren't fast enough to buy stones, or as some friends of mine experienced that after a refill/restock they had longer loading times for the new stones than other players (which only took maybe 3 seconds longer but 3 seconds are enough that everything is completely sold out in terms of stones for the green value) you kind of are forced to pay to diamonds to refresh the store for yourself in order to get some stones.
    I support the suggestion to make the shop personal big time!
    I am also a big fan of refreshing the store with these different values from disenchanting bad rolled cards. Experiencing now only my time I have farmed in Howling Mountains and seeing the amount of green value I already gained I only support the suggestion!
    With the store beeing refreshed by for example green value and especially for you personal I would have no problem that everytime you only see about 1/10 of all stones there are. Card farming was since the beginning something for players with endurance and these suggestions would give players who farm a lot and have a lot of "bad" cards a great reward instead of standing at the shop and see everything beeing sold out in 5 seconds like it is currently.

    Kind Regards

    Why not allow to buy as much stones as you want? even all possible stones at once to choose without the luck to get the right one. You would still need to farm the cards and trade them to soul stones. A complete randomness results in, worst case, never getting what you want (for example 30 rofl runs and no Knowledge stat)

    That is true, let us buy how much stones we want. If dev want earn dias, remove rng refresh for 250 dias and add additional 10-20 d price for all stones.

    M/s pet is interesting too

    Or one suggestion (still a huge grinding):

    farm a card like fungus 20 times, then you can convert it to "ultimate fungus" which replace the fungus in compendium and the ultimate version has fixed stats with fixed values. No pain for multi class players with multi gear

    Still huge grinding if you think about rare cards like ayelo (20 timest would be to much for this one i think ^^)

    I prefer option when we can change all cards on dust and with dusts we can upgrade card, end.


    For example:

    Exchange:

    Green card = 10 dusts

    Blue card = 25 dusts

    Purple card = 50 dusts


    Upgrade:

    Green card = need 100 dusts

    Blue card = need 500 dusts

    Purple card = need 1000 dusts


    Upgrade = parametrs from card x10

    Hmmm, about

    Quote

    1. As everyone said above, no option to change between classes? In a game and specially this server where everyone have several gears? what?

    What do you thing about this idea:

    Remove from cards bonus like patt/deff/hp/etc, give elements: Fire/Earth/Etc like on pets.


    That is possible to add Bestiary Points or sth like this?

    Madoxx and Lutine are very right


    1) The real problem is that many of us have several eq sets, now it will look like you have to define what exactly you want to play, whether you want to play with leather equipment or chain or heal.

    Personally, I like this vision, but I believe that it is a rejection of the greatest advantage of arcadia, which is that you can play one character effectively with many combinations. I have no idea how to solve it, I like the idea with sets very much


    2) I also agree that the server limit and not the character limit is a bad idea


    4) I agree that it is much better that the generated values are not created randomly, but simply improved with stones



    Questions from me (I haven't had time to get into all the details, so if I don't know something, I'm sorry:(


    1) Is there a "search" option that was in the yacit addon?


    2) On what basis are the profits from dismantling the cards determined? I am asking because in different zones the cards drop with different frequency, is it somehow taken into account or equalized?


    3) Will a card from a zone like Reifort where it drops hard enough to score the same number of points as a worthless Korris card?


    4) What if i want seen only patt card for example?


    5) Where i can find max value of upgrade for each colors?

    Hi,


    Introduction


    I think this game has a lot to offer, one of its great features is the title system. It takes a lot of time, but unfortunately gives little benefit, especially here in arcadia, where we have a lot of great titles directly from custom content.


    It seems to me that this is an untapped potential, just look at the rankings of titles, how big the jump is to the top 100. In practice, having a large number of titles is only interested people who care about the ranking or like it very, very much (questing).


    In addition, currently each title gives passively 5 points to HP, a little less considering the amounts we achieve.


    My proposition


    Let each title give 5 points to all attributes (passive), and a set of titles from each zone give an additional bonus of 15 points. Because it's just fun and makes more sense when earning hard-to-get titles to complete a zone.


    What to do in order not to spoil the balance?


    I think it is enough to nerf by 1-2% damage going into mobs and that's enough, we won't lose anything in terms of balance and there will be much more to do.


    Advantages of the solution


    - the title system will not only serve hobbyists

    - there will be more to do

    - the balance will not be disturbed

    - the server will liven up a bit

    - low lvl content will refresh a bit


    I invite you to the discussion :)

    Yes, you are right, but when I wrote that message, the info in patchnotes was that:

    Increased 1-H Ax Mastery damage gain to 103.6% from 93.2%. = 10% boost all dmg

    and

    Decreased Toxic Splash damage to 3081 from 5136. = nerf 41%

    #new_update

    Rogue/Warrior

    • Reduced 1-H Axe Mastery damage gain to 86.5% from 93.2%.
    • Increased 1-H Axe Mastery damage gain to 103.6% 98% from 93.2%.
    • Decreased Toxic Splash damage to 3081 2568 from 5136.

    Better, thanks <3


    But my propostion is: if we nerf all rogues, dont boost dmg on r/w yet, if you dont want nerf all dmg on this class (Axe Mastery), nerf only Toxic Splash and give us time to test, after that (if he will need this) boost him overall dmg.

    xLutinex

    50% of all dmg (on an instance scale) from the toxic splash? Hmmm, what about whirlwind and other skills? Toxic splash is 25% dps in my opinion. Rogue / warrior got 40% nerf on this skill, so referring to the old value you will be doing 0.9 x old value dmg in the whole instance.


    But you got a damage boost + 10%, so without going into the mechanics in detail, you will be doing 0.99 x the old value dmg of the whole instance.


    With a 7% damage nerf on other rogues, I'm sure that after this patch the rogue / warrior will be the strongest rogue, maybe not as OP as the rogue / scout previously, but still the strongest.


    I completely don't understand where this boost dmg came from on the rogue / warrior. They nerf all rogues, including those who did not need this nerf (in relation to other rogue combinations) and okey, then they should nerf too strong combinations and not boost those which in their opinion are too weak.


    The meaning of my statement is that in my opinion what is shown in the changes to the rogue / warrior got a boost, not nerf, which, taking into account the fact that he was very strong and most of the other rogues were nerfed, makes the rogue / warrior the strongest rogue. So the season of too strong a combination starts again.