I already did, still did not work
I never had any problems with DN before. mh...
I already did, still did not work
I never had any problems with DN before. mh...
Hello,
after being inactive for some time, i wanted to do some daily quests to get lvl105.
The Auto-Quests function of dailynotes does not work.
I tried everything (deleting,reinstalling,downgrading,upgrading), but i cannot figure it out.
Anybody have the same issues?
Mage Generall
Please add a cooldown to Plasma Arrow
Hey, i think the german translation of the skill: Recovery Area (ID: 490219) can pe improved.
EN: "Your wound is bandaged, restoring 5% HP every second for 20 seconds and also granting immunity to stun and fear while the effect is active."
GER: "Eure Verletzungen werden verbunden. Stellt für eine Dauer von 20 jede Sekunde 5% LP wieder her und macht euch immun gegen bewegungseinschränkende Effekte."
"bewegungseinschränkende Effekte"
That is too generell, you loose the information about immune to fear effects.
Better: "bewegungseinschränkende Effekte und Furcht"
Reason: "Bewegungseinschränkende Effekte" will be explained for example in the description of the warrior ISS 100 as "benommen", "bewegungsunfähig" and "hilflos", so it does not include Furcht.
Hope you change this
Greetings
how about in future plans(near) you can add lvl 75-80 elites for all class maybe to help balance ?
This will make balancing so much more difficult
Curse Rune should not be a problem
Every Hoto Boss should drop 1 stat, because there is a possibility what a crap stat is dropping, that nobody will use.
I will laugh so much, when a new raid instance with different trash/boss/aoe/single target mechanics will destroy this incoherent balancing optimized for rofl
Good idea, most important, it is very stylish
tbh i dont see your case regarding to ch/wl, definitly not a solid comparission as r/wd or m/k
ch/wl is strong as m/k xD
not my experience, m/k for example in hoto is way above
Next one. Champion/Warlock. Its just as always... Or atleast i see we should not forget Champions i guess. We had a really long time Champ meta, just remember yourself to Gorge times or Champ/Wl times when Rofl was released. This Class is still hidden OP in normal Partys. Why you buff this class. And why ppl say pls buff this class more.
The Cooldown of Rune Siphon was reduced by 1 second. That skill is underperforming because it causes a global cooldown and in 99% of the time it is better to use rune impulse or dark energy attack (or whateve its called in english^^). so that skill is not being used very often, by changing the cooldown it doesnt solve this issue.
raising the %skill dmg would make a difference, or as suggested, take away the global cooldown, in general only a minor change but definitly an improvement of gameplay to the ch/wl
tbh i dont see your case regarding to ch/wl, definitly not a solid comparission as r/wd or m/k
Ch/Wl
This skill also needs a raise in skill dps, deals less dps then rune impulse
i would like to see that in generall all casting spells could be performed while moving
Is there a lua command to summon cenedril?
Ch/Wl
I suggest Skill: 495595 to remove global cooldown trigger on it
And most important
#buff champs
Regarding to Blood Arrow
It is intended that the Scout as a range dps class, that can avoid most of the trash damage simply by the range of its attacks, get's a punishment for increasing its dmg, so for me no further talking is needed about the bloodarrow.
You can argue that for melee classes that have a blood arrow, the bleeding effect is not rlly necessary, because in the end the dmg boost from blood arrow is already considered in the balancing
Then make blood arrow effect passive, but remove the HP drain, and add 20% receive more damage from monster or so
Display MoreSince the previous post was long and on a slightly different topic, let me make a new post.
I would like to raise the issue of the blood arrow. A blood arrow is an inseparable element of every scout. I know a lot of people who hate this idea, and I hate it myself. I'd love to play a scout, but all I need is a moment of communing with the blood arrow and I immediately change the class.
This is due to the fact that the blood arrow significantly disrupts the gameplay and makes you addicted to heal, and these can be better and worse. The problem is especially when dealing with a weak heal at random. This can lead to frustration.
I haven't played a scout much for the above-mentioned reasons so if I'm wrong correct me.
The blood arrow used to be a 30-second boost every 5 minutes and then perhaps in this form it was quite acceptable. Due to the balance, where the scouts was too weak, it was decided to leave them blood arrow damage all the time so that they could match the others. In my opinion, a cardinal mistake has been made here. Since it went back, on which you ran for 10% of the gameplay, it was extended to 100%, the resulting dot should be adjusted.
Please adjust the blood arrow in such a way that it does not have such an unpleasant effect on the gameplay. I will not throw ideas here because we have several classes with a blood arrow that works much better. For example, the idea that the blood arrow does not inflict damage but increases the received.
It makes the most sense. What is the idea of a blood arrow about? Scout sprinkles blood on his arrows before firing a shot? It's stupid, the more that you don't get damage when you shoot. For me, the idea that a scout hits from a distance and takes more damage when he gets too close to monsters is the most logical option.
I insist once again, adjust the blood arrow system
I disagree.
I play since open beta, originally the blood arrow was a ongoing effect that you could turn on and off as situation allows it. It triggered a global cooldown, but had no cooldown or runtime itself.
I prefer it this way.
I disliked it when they buffed the bloodarrow, but gave it a 2 mins cooldown (it changes alot during the years), but i never saw it like an ulti skill with cooldown.
So like it is today, i think its pretty okay
Stones are too strong, good job DEVs
Feedback on HDO
melee aoe damage from the trash mobs is too high in my opinion.
so many ppl switch to range dps
also i think the ring/earring set bonus should have 15% movement speed (in regards to inferno set)
S/M
i suggest that Target Area will also give magical critical hit rate