Posts by Zyrex

    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 :D

    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! <3 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) :thumbup:


    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. =O

    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.

    Agree. Plus...

    Quote from General Knight

    Changed 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! :thumbup:


    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! <3 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

    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. :D

    I think, nobody has upgraded the old gear yet, so restatting isn't a thing yet, is it?

    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.

    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.

    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

    Ist es beabsichtigt das der Regalwein nach dem Tod verschwindet?

    Das ist immerhin ein Itemshop-Gegenstand den man mit Euros bezahlt.... :/

    Könnte man auch für etliche andere Items anführen, wie KFC, Reisklöße... also denke ich nicht, dass es ein Bug ist, es verhält sich einfach wie das meiste andere Bufffood.


    EN: Could be said for a lot of other items, like KFC, rice dumplings.... so I don't think it's a bug, it just behaves like most other buff food.

    Maybe K/M could be changed to inflict lightdamage through LEW by using any skill, so that every physical/magical hit you deal to a target, additional magical light damage is inflicted, similar to warlock Soulcrusher. That would require the player to actually "do" something and wouldn't just bind the LEW to whitehits. Maybe the damage could really scale with intelligence, this way the tank wouldn't be much more powerful I guess.

    Ch/B


    If I activate Shield Form and switch into Dissambly Mode, the negative effects of Shield Form stay on the character until I reactivate and deactivate Shielf Form properly. Is this intended? Feels buggy. Maybe let both buffs overwrite each other entirely, makes the class much more comfortable to play. Now I need to cancel a buff before activating another... :rolleyes:

    • Changed Plasma Arrow to Alternative Current; Passive: When successfully use an electric spell, you will be in Charged state for 10 seconds. Charged state will provide same effects as previous Plasma Arrow. electric spells are Electrostatic Charge, Discharge, Electric Bolt, Electric Explosion, Thunderstorm, Voltage Seize
    • Increased Electric Compression duration to 30 seconds from 20, increased Static Field damage gain to 25% from 15%.

    Those electric spells still permanently remove Electric Compression buff. What's the point of increasing its duration to 30s if we lose it every second (m/ch combo for example).

    Change charged state to not remove Electric Compression.

    Mages can't be even viable without this.

    Playing M/Ch now be like:
    https://i.gyazo.com/92da10906d3fc593c1f01b3ad6c1abbd.mp4

    Regarding b/r...

    ...I have no idea about the class, but in a different game there is a class that also has 2 mana sources and skills regenerate the opposite resource each. JockelR u know which class and game I mean? :D


    So for b/r a focus skill could regenerate energy, while energy skills could regenerate focus, maybe equal to their original costs? Does this make sense? Haven't seen a class like this so far but think, it would be fun to play. Downside would be, there need to be around 8-10 skills available for this mechanic or it does not make much sense :/

    You should also rework some of M/Ch mechanics that build up rage and will no longer exist within your rework, such as Plasma Arrow and Lv 25 elite (498862).

    What do you mean? From what I understand when looking at the patch notes, its just the same as before without the damage. (...)

    Exactly. But the elite of m/ch needs a rework anyway, since it specially changes the spell plasma arrow, which no longer will exist. So if nothing happens, the elite will change a non-existing spell I guess? :D


    No.

    Okay, thanks. :thumbup:

    Quote from planned notes
    * Increased Electric Compression duration to 30 seconds from 20, increased Static Field damage gain to 25% from 15%.* Changed Plasma Arrow to Alternative Current; Passive: When successfully use an electric spell, you will be in Charged state for 10 seconds. Charged state will provide same effects as previous Plasma Arrow. electric spells are Electrostatic Charge, Discharge, Electric Bolt, Electric Explosion, Thunderstorm, Voltage Seize

    Question Byte : If I use Electric Compression, I'll get the Compression buff for 30s. But what happens, if I use a spell to proc the Charged state again (Thunderstorm or Voltage Seize for example) while the Compression is still up? Does it overwrite it (as before) or can I have both buffs at the same time?


    You should also rework some of M/Ch mechanics that build up rage and will no longer exist within your rework, such as Plasma Arrow and Lv 25 elite (498862).