I think the class is one of the better and more supportive healers out there, so I wouldn't change it to become a supportive dps or something. However, the idea looks fun. If there was the intention to change it, personally I would make it a water/fire elemental class (how it currently already works with subli combo afaik).
Posts by Zyrex
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Something seems broken on M/K, sometimes casts like music, kfc or even spells are randomly interrupted. No idea what causes this, wasn't able to reproduce it yet, but had this issue multiple times. Wasn't in combat, but that seems not to be the trigger. Anyone else experienced the same?
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Hi,
if you click on a furniture (for example to move it), the furniture is shining that you focussed this item. Can you please implement, that the house interface is also focussing this furniture in the list of furnitures, if you click on a furniture in the house? Right now it is really annoying to remove a specific furniture (for example 1 chest at the entrance) if you have 200 same furnitures
Greetings
It already seems to work like that, but the list is not jumping to the chosen furniture directly, so you need to scroll through in order to find the highlighted one. Would appreciate such jump functionality too
Also, the highlight has the same font color as the mouseover highlight, which makes it quite difficult to find the selected item in the list while hovering over it. Had the situation multiple times that my selected item was the first of the page, but I didn't realize, since I hovered over the first item on every page, so there was literally no difference.
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Please share your addons list or we can not help you.
project, adui, asbw, bagsearch, comeonin, waittimer, dailynotes, dungeonloots x64, eventhelper, sui_actionbarframe, ext_autorepair, extracharacterframe, extracraftframe, debtremaining, deleteitemkey, lootallbutton, moveableframerate, sui_chatframe, sui_mainmenuframe, sui_minimapframe, sui_partyframe, sui_playerframe, sui_targetframe, ilg, ip x64, lootomatic, mathe, petstate, romail2, scrutinizer, simpledamagelog, slash_afk, smartbb, styleresizer, titleselect, vcthreatmeter, afguildsort, zyautoshot, zybloodarrow, zycancelbuff, zycheckbuffs, zyclassrota, zynayat
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My list of bugs so far... push it into bug reports if you want, idc.
1. You can click on "change house name" and "change house password" of foreign houses, but get data errors while submitting,
2. You click on a placed furniture but it's not highlighted in the list, so you don't know which of your 100 carpets it is,
3. You can access the storage log of foreign houses,
4. By trying to change a foreign houses' House Greeting, you open a half transparent selection list for melodies,
5. This list will not disappear if you close and reopen the interface,
6. Endless interface errors appear once I click anything. (How can I post them here without inserting them one by one?)
parent:UIParent call HouseStorageFrame_1's OnShow, line: [string "?"]:421: attempt to index local 'this' (a nil value)
parent:NewHouseFrame call NewHouseFrameSlider's OnValueChanged, line: [string "?"]:756: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame5 call NewHouseFrameSmallItemFrame5HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame5 call NewHouseFrameSmallItemFrame5HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame4 call NewHouseFrameSmallItemFrame4HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame4 call NewHouseFrameSmallItemFrame4HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame3 call NewHouseFrameSmallItemFrame3HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame3 call NewHouseFrameSmallItemFrame3HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame2 call NewHouseFrameSmallItemFrame2HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame2 call NewHouseFrameSmallItemFrame2HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame1 call NewHouseFrameSmallItemFrame1HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame1 call NewHouseFrameSmallItemFrame1HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
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7. Everytime I try to open my bank in a foreign house this has a 2-3 seconds delay.
8. You can't access the desert area in foreign houses even if the owner unlocked it.
Can you please share list of your addons and bugs when you get it? This is hiding issue only.
/addons2
/bug2
About 8 if you mean walking, it is mentioned in patch notes.
Greetings
This error occours everytime I open a chest:
parent:UIParent call HouseStorageFrame_1's OnShow, line: [string "?"]:421: attempt to index local 'this' (a nil value)
Unfortunately I can't reproduce the huge error list of my quoted post.
I got no addon that is causing any issue with housing or touching any original housing mechanic.
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And this is sunset in my house... thought I got a roof over my head, but the sun is shining through it. Guess I need to buy some sunscreen
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Is it intended that there is a visual night in original houses that turns all my furniture into dark blue?
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Could you please add 1244951 (new General Pet Buff Reset Scroll) to promo? I think its missing
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My list of bugs so far... push it into bug reports if you want, idc.
1. You can click on "change house name" and "change house password" of foreign houses, but get data errors while submitting,
2. You click on a placed furniture but it's not highlighted in the list, so you don't know which of your 100 carpets it is,
3. You can access the storage log of foreign houses,
4. By trying to change a foreign houses' House Greeting, you open a half transparent selection list for melodies,
5. This list will not disappear if you close and reopen the interface,
6. Endless interface errors appear once I click anything. (How can I post them here without inserting them one by one?)
parent:UIParent call HouseStorageFrame_1's OnShow, line: [string "?"]:421: attempt to index local 'this' (a nil value)
parent:NewHouseFrame call NewHouseFrameSlider's OnValueChanged, line: [string "?"]:756: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame5 call NewHouseFrameSmallItemFrame5HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame5 call NewHouseFrameSmallItemFrame5HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame4 call NewHouseFrameSmallItemFrame4HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame4 call NewHouseFrameSmallItemFrame4HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame3 call NewHouseFrameSmallItemFrame3HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame3 call NewHouseFrameSmallItemFrame3HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame2 call NewHouseFrameSmallItemFrame2HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame2 call NewHouseFrameSmallItemFrame2HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame1 call NewHouseFrameSmallItemFrame1HoverArea's OnEnter, line: [string "?"]:1464: attempt to index field 'ListData' (a nil value)
parent:NewHouseFrameSmallItemFrame1 call NewHouseFrameSmallItemFrame1HoverArea's OnLeave, line: [string "?"]:1504: attempt to index field 'ListData' (a nil value)
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7. Everytime I try to open my bank in a foreign house this has a 2-3 seconds delay.
8. You can't access the desert area in foreign houses even if the owner unlocked it.
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Okay, where to start? First of all, I appreciate a major rework of an old interface and it's functionalities. I suppose you gonna fix all the bugs we stumbled over so far, so I will not mention any of them.
BUT... what did you do there? I need to place all my crafting furniture now to have access to all bonuses, which results into less than 20 FPS in my house, which is unplayable.
The point that guests can't use my crafting furniture bonuses anymore isn't necessary because with 20 fps you can't even craft properly on max speed 10/10. So please fix either fps of general furniture or revert the change to have everything placed in order to get the bonus. This really sucks now.
I also checked out the new "houses"/areas of friends and I got some questions.
1. Is it planned to be able to put furnitures to the (currently) useless areas around the center square?
2. Why can't you just put your original house into the new area?
3. Why did you place this giant mountain next to my house so I can't enjoy my view from my balcony anymore? Can't even climb it without being teleported back to the entrance.
Kind regards
your angry little dwarf
EDITI think, some item names are incorrect in the furniture list. How can this be an eggtimer?
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My current strong impression is that we have fewer and fewer useful MDPS combinations in the endgame content.
I feel that so much, thanks for your post which is just so true. There's so much not balanced at all and so much potential for useful and fun class combinations. Especially warlocks always were much fun to play, but without any sense of existence, putting effort into them isn't worth it at all.
D/WL or D/R I think they do decent DPS, but they'll continue to do that DPS until all raid members replace gear, stats in that gear
I was playing D/R for quite a while and compared to guild members that already replaced stats, gear and weapons from DC (and even idk). And D/R was pretty strong, with the latest aoe nerfs in idk even more viable with its mid range aoe I guess. A big plus for that class is the dark moon buff, that enables you to use dmg food in most parts of the current inis. And having another source for druid buffs especially helps in 6 man content imo.
P/S after doubling the cooldown of the strongest skill also died as MDPS. I don't know why you changed it, this class generated a lot of damage in trash, but on a single target it wasn't very strong.
It's still very strong, played this a lot in the past, too. The nerf was reasonable imo. Will test it in idk too soon.
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- 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...
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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.
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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 PistanVermutlich, 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?
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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.
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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
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Did I miss something?
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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?
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Recon and Hatred Runes in HH please, much appreciated within aggro rework!
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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
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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
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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.
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But 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