- reduce the casting time of the "Psychic Arrows" skill spell to 1 second while increasing the cooldown of this skill to 1 second,
This would screw the burst damage of S/Wl I think, however s/wl is quite bad these days anyways... ![]()
- reduce the casting time of the "Psychic Arrows" skill spell to 1 second while increasing the cooldown of this skill to 1 second,
This would screw the burst damage of S/Wl I think, however s/wl is quite bad these days anyways... ![]()
Am I now suddenly supposed to have comparable amounts of dexterity in addition to a large amount of intelligence? I have always associated misses with physical accuracy, not magical....
Afaik magical accuracy scales with wisdom, but you can increase it easily with a preci13 rune or the 10% passive of your pet. I had something around 150 on instrument, when the change hit me, but with some support and stuff like that, the misses were not as bad.
Was ist denn aus der tollen Idee von Cruvor mit dem Köcher geworden? Neben dem von ihm vorgeschlagenen Stats könnte ich mir vorstellen, dass der Köcher den Schaden der Pfeile verbessert. Aber das keine Reaktion von den Verantwortlichen dazu erscheint ist sehr schade.
What happened to the great idea of Cruvor with the quiver? In addition to the stats he proposed, I could imagine the quiver improving the damage of the arrows. But the fact that there is no reaction from those responsible is a great pity.
Guess because it's not a suggestion but a discussion. At least it should have been. But as we can see, not that many people joined the duscussion yet. But if it's still relevant, here are my 2 cents.
I find the idea of a scout offhand pretty awesome, I played scout a lot some years ago. But what about just allowing the class to use a talisman instead and create a physical talisman for PDPS scout as well? This would be much less effort for development but make all people happy. If you additionally change scout to be able to wear wands, even the magical scouts would be balanced better I guess.
And now the german translation for Pistan
Vermutlich, weil es sich nicht um einen Vorschlag, sondern um eine Diskussion handelt. Zumindest hätte es das sein sollen. Aber wie wir sehen können, haben sich noch nicht so viele Leute an der Diskussion beteiligt. Aber wenn es noch relevant ist, gebe ich auch mal meinen Senf dazu.
Ich finde die Idee einer Kundi Offhand ziemlich genial, ich habe vor einigen Jahren viel Scout gespielt. Aber wie wäre es, wenn man der Klasse stattdessen einfach erlaubt, einen Talisman zu benutzen und einen physischen Talisman auch für den PDPS-Scout erstellt? Das würde viel weniger Aufwand für die Entwicklung bedeuten, aber alle Leute glücklich machen. Wenn man den Kundi zusätzlich noch in die Lage versetzt, 1h Stäbe zu tragen, wären sogar die magischen Späher besser ausbalanciert, denke ich.
(übersetzt mit deepl, weil ich zu faul war, nochmal alles zu schreiben xd)
i want to have 1 product sold in IS. for the purpose of renewing used ISS equipment. this will be fairer for new players without guilds.Hope you do this soon. and old people do not be too selfish to benefit themselves too much. think of new players and make the game more cohesive.
greetings !
Sorry, but why do new players without guilds need high level ISS? In this game, almost any class has access to multiple different versions of ISS, the higher the lvl, the better the skill, but even "lower" skills can be useful for midgame or new players, since they don't run the highest instances yet. Anyway, new players already have more advantages here than on most other company driven servers. And I think you don't wanna be the one who is responsible for many midground players' weekly income? ![]()
Okay, the bug seems to be gone after loggin in today. Can't reproduce it yet. No idea what that could have been.
Anyway, here's my addon list, maybe something's known there ![]()
Quote from /addon2
project, project, adui, asbw, bagsearch, comeonin, waittimer, dailynotes, dungeonloots x64, eventhelper, sui_actionbarframe, extracharacterframe, sui_partyframe, sui_playerframe, ilg, ip x64, kampfmakros, lootomatic, mathe, petstate, romail2, scrutinizer, simpledamagelog, slash_afk, smartbb, styleresizer, vcthreatmeter, afguildsort, zyautoshot, zybloodarrow, zycancelbuff, zycheckbuffs, zyclassrota, zynayat, project, project, project, project, project
"project" seems to be my ZZInfoBar and related addons, such as ZZTitles, ZZBagInfo, etc.
Quote from /bug2[12:07:48] There is no interface error.
No idea since when this has changed, but I can't see any class in my list:

Could swear this was fine before the latest patch 10.6.1.1002 ![]()

Did I miss something? ![]()
Knight/Scout
Heavenly Arrow should be changed in anything usefull now. The skill is nothing more than a taunt now. Problem here is, that the debuff is overwritten by Threaten.
Greetings
I think it's still useful, you can use heavenly arrow from distance and it instantly reduces damage, whilst threaten still needs to be stacked up, which doesnt work as fast on K/S I guess
At least they should change the debuff is only overwritten by more than 1 stack of threaten if that's possible, bcz I think 2 stacks threaten might be better than 20% reduced dmg? ![]()
Recon and Hatred Runes in HH please, much appreciated within aggro rework!
So ... are you going to nerf now wl/ch into oblivion? It's not a class which is strong enough to be insanely popular in end game, but it has a useful edge, e.g. for instance ATF-title quests...
Afaik there is a different class balancing for pvp than pve. If not, I'd be surprised ![]()
btw, why are npcs selling +6 and +12 plussing stones, if the gear already is +16? And how much time do you expect from players doing pvp for plussing everything to +20 with full runes? In 30 mins on a winning streak I got like 500 tokens, so I have to exclusively farm pvp for the next 2 years or what?
Edit: And plussing stones even are not 100% xD
Hi,
first of all, I do like the pvp stuff, finally we got some juicy content in this matter, have been waiting for so long!
Finally a balanced (not fully yet) pvp experience with everyone having same conditions (gear etc). In the vanilla game, pvp was a matter of the insanity of your pvp gear. If you had none, you automatically lost against players wearing it.
But: What the hell is wrong with balancing there? I see classes that deal like 5-10k per hit, others 500k+, some even 1kk+. That should take a while for balancing everything properly I guess. It feels like casting classes are much more powerful than instants, but wl/ch seems to be entirely broken, such as d/wl or k/m.
The most annoying thing is, that there is no buff cancel at the entrance. You can even farm/use patt/matt sigils outside and they don't expire inside. Also, the damage and sustain difference between unbuffed, selfbuffed and fully buffed is insane. While unbuffed players hit with like 1k per second, a fullbuffed player literally oneshots unbuffed/selfbuffed players. Depending on your class, you can also oneshot fullbuffed players while being fully buffed yourself. Feels like wild west duels: First pulling first shooting first winning...
You should also disable invisible Potion in Battleground, which is another annoying thing. First seconds of fight no damage is dealt, since all players are running around invisible xD
Long story short, I have high hopes in the update, hopefully you can keep up your good work (the rewards are just awesome!) and make pvp something great! (90% through balancing ofc) ![]()
Request: Please add more Battleground modes, like "1v1 (no buffs mode)", "1v1 (selfbuffs mode)" and so on. Would me much appreciated, since you literally can only win atm if you buff yourself into heaven. ![]()
Otherwise please let quitting opponents count as loosing and in 1v1 the other "win" the game instead of just giving no rewards at all, which feels bad if you buff up for nothing.
Display MoreDisplay MoreBut really... tbh now. Someone read the changes?
- Changed Resilience of Life to increase your defense by 30% additionally.
- Changed Pulse Mastery to increase aggro and physical defense by 60% while Spirit of the Oak is summoned, and just reduces aggro by 10% when it is not summoned.
- Changed Coat of Arms: Can’t be used on yourself. Binds you with an ally. Increases Physical Defense by 30% and Parry Rate by 20% for both of you. Bond will be broken when you are too far away or either one of you is dead.
- Changed Spirit of the Oak to no longer reduce attack power, but reduced defense gain to 50% from 95%.
(+ Briar Shield def bonus)
in sum warden/warrior gets +394% def bonus permanent! while knights (the one with additional def skills) only have +107% maximum
I dont know, but I doubt it will be balanced. Maybe warden/warrior has permanent 15-20kk pdef o.o
Edit: and additionally the +pdef skill of the warrior 50% uptime xd
Edit 2: Ok I have as wrd/warrior only ~8,5 - 9kk deff permanent (I did my math with my values) while as knight I have max 5,5kk
- Changed Threaten: Your knightly charisma inflicts the eminent dread to your enemy. When activated, your spells will reduce targets attack power by 8% for 10 seconds. This can be stacked up to 4 times. Threaten lasts 900 seconds.
This change outweights any high defense value in my opinion. It is easily stacked by a K/R, even in aoe, due to Tsunami and the Blades hitting twice. Given the high attack values of the mobs in dc, it will provide a huge damage mitigation not only to the Knight but to the whole group.
And let's not even talk about Shield of Discipline, which is still the most potent defensive cd in the game.
I for one think the changes to Wd/W are reasonable, if the intention was to make it as viable for tanking as a Knight.
Agree. Plus...
Quote from General KnightChanged Strike of Punishment: Untainted holy energy adheres to the weapon, giving the target a severe punishment. Inflicts 400% main hand weapon DPS damage. If target has any, it consumes all Holy Seal and reduces their attack power by 4% for each stack for 12 seconds.
...results in a reduction of 53% on single targets, which also seems to be available for W/K and all the other /K classes, which is awesome! ![]()
EDIT
@Dev: Hopefully you changed the cd of Strike of Punishment to like 12 seconds or something. Otherwise the skill will feel kinda useless ![]()
with the new weapon the k/ch lose more stamina as before with the strength on the hammer and the bad stack of the deff skill...
Imo the old 104 hammer is better than the new one. You get a little of dps, but loose a ton of stamina. All the new nonstats are useless for a tank imo. So I think, it's not such a big deal. Also, your hammer damage is decently increased, so it should matter less, if you use the 104 or 105 hammer. ![]()
I do like the k/ch the most of all tanks, but I would be fine only with the general tank changes on it. But maybe there is still something more coming for k/ch anyway? Guess we will see.
Quote from planned patch notes(...)
Omg. I'm still blown away from that wall of text which I just found, I have so many questions xD Guess I better wait for the stuff to come, before asking 1000000 questions xD But damn, that looks like really good work, finally the long wished tank rework!
This hypes me more than Dark Core did actually ![]()
Hello there,
I would like to suggest, that you always have access to all of your crafting materials, no matter if they are in bank, chests or inventory. Right now, I always have to search for everything in all my chests, which takes a lot of time and is very uncomfortable, because I got like 10 big chests filled up with different mats. They are well sorted, but it still takes a while until I find what I need and put it into my inventory.
Thanks in advance.
Zyrex
Display MoreWow... Woooow... Wwwwoooowww...
- Increased dexterity gain of leather set to 18% from 12%.
That is joke... Why now? That is professionalism lever under 0...
After many months without any plans, we asked many times... Dexterity balance on leather... f....
Thanks for this game. Wish nice game for all, thanks for adventure and nice time at all.
Wait, isn't there an all-time wish come true? And you still complain? Why not just appreciate that the team listens to what people want? I guess it depends on how to demand for something. I have no clue about leather, but the latest comments about dexterity balancing in terms of equality with strength even makes sense to me.
I think, nobody has upgraded the old gear yet, so restatting isn't a thing yet, is it?
M/Ch
The last hit of the debuff "Electric Current" (ID 621628) does not proc the Voltage Seize.
M/Wl (or Mage in general)
The debuff of Suge of Malice "Malignant wound" (ID 621192) while Weakening Weave Curse is active, overwrites the Thunderstorm debuff "Thunderbolt Paralysis" (ID 500557). Feels a bit annoying for casting Meteor Shower on the debuff, which is canceled all the time.
M/S
Is it intended that shot has a range of 380 on this class? ![]()

Edit: With a bow it's even 400...
Moin, zum Testen kannst du dir welche beim Ausbilder in Varanas kaufen oder Rote in Custom Content direkt am Eingang beim NPC erwerben. Die laufen allerdings ab, sobald du die Ini verlässt. Bin mir nicht sicher, aber in den neuen Minigames soll es auch rote Waffen temporär limitiert geben. Ansonsten gibt's in ROFL beim Endboss die Waffenfragmente, mit denen du aus einer bestimmten Core-Kombination goldene Instrumente herstellen kannst. Für die genauen Kombinationen sollte es hier irgendwo einen Guide geben, den ich gerade leider nicht zur Hand habe.
EN:
You can buy some from the instructor in Varanas or buy red ones in custom content directly from the NPC at the entrance. However, they expire as soon as you leave the ini. I'm not sure, but in the new minigames there should also be red weapons temporarily limited. Otherwise, in ROFL there are the weapon fragments at the final boss, with which you can craft golden instruments from a certain core combination. For the exact combinations there should be a guide somewhere in this forum, which I don't have at hand right now unfortunately.
Yeah okay that explains a lot i guess. So in other words, support in most groups isn't good enough to properly playtest a mage nowadays, bcz mage went to be an endgame-only class now that either requires highly tiered gear or the best support you can get for your money?
Conclusion: the dependency of other classes has increased again for the mage, is this correct?
Its correct that mages, before the change, was less depending on good support.
Now they depend more on it just like pdps.
What do you mean by, increased again for mage, so far i saw mage as beeing the less dependent class which didnt fall off that much when ur support was part-time afk.
U can try playtest r/ch without any support than u can see what it means to be relying onto support.
Increased again after the earlier general mage nerf and buff of warp charge in mdmg.. "Again" is relative I guess, bcz some time has passed already since.
soul crusher for warlock/bard doesnt work id#501920
i tested it 3 x and its not working .
can you take a look into it pls
thank you
I played the class recently, last week iirc, and everything was working well about soul crusher. Maybe double check your combat log, sometimes a ton of hits went out and spammed away the soul crusher hits as I experienced, but the hits were done for me properly.
Display MorePlease explain this. From my pov, the class is stupidly weak, can't compete with any magical class in the game, even wl/wd is stronger in aoe and single target in both burst and sustain Oo Sometimes it seems to me, I'm playing on a different server xD
I would really want to spectate ur runs and see what u are doing (especially what ur tank and support are doing when i read ur "results"), Everytime i saw that class intern/random it was top dps, outclasses everyone in AOE, beat or competed with good single target classes at balton/astaroth. Only weakness was organs if u dont get good support.
And i saw in 1 week atleast 10-20 times that class.
They commented what they wanted to achieve with the mage changes so they benefit from support more and are weaker with less/bad support, so if u have bad support ur damage will be much lower and that was completly achieved with these changes.
Kind Regards
Jockels
Yeah okay that explains a lot i guess. So in other words, support in most groups isn't good enough to properly playtest a mage nowadays, bcz mage went to be an endgame-only class now that either requires highly tiered gear or the best support you can get for your money?
Conclusion: the dependency of other classes has increased again for the mage, is this correct? ![]()
right now, pre-patch, m/ch is f**** strong. insane aoe and silly simple 40-50kk single burst dps oO
Please explain this. From my pov, the class is stupidly weak, can't compete with any magical class in the game, even wl/wd is stronger in aoe and single target in both burst and sustain Oo Sometimes it seems to me, I'm playing on a different server xD