As mentioned on last post, it requires addon and game update. So far only the game was updated, the addon will be updated later today.
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As mentioned on last post, it requires addon and game update. So far only the game was updated, the addon will be updated later today.
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Display MoreYeah i checked it and seems like it rly is like that altho i am not sure why it is like that.
Its only for very few purple cards that they are not listed as "boss card" but instead "def or magical".
But it seems like a mistake for me that it is like that rn, might not be the case for the cavia but definitly for some other cards for example.
what i mentioned above also is the case for a HOTO boss which is clearly a boss monster.
I know that the type of npc which makes card purple is boss thats what i meant in the first place, the cavia is a boss monster it has the wrong type (it should not be a magical card) O.o
If you check in front of varanas the event you notice that this cavia is a boss indeed so why change it to be sth else?
All boss monsters normaly are categorised as those and give a bit higher stats. O.o
These may have been mistakes when adding card, that's correct, however changing card type wouldn't update all existing cards with max attributes to new values, meaning people who had previously paid to max them wouldn't be refunded for this change and would have to reboost or use extra stones to maximise attributes again.
In this case it's always easier to adjust NPC type to ensure it still remains the same for everyone. However isn't always the case for all cards, and it can be situational depending on the circumstances.
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Display MoreI found a card with wrong values.
Card ID 777055
Its a Boss card and therefore should give up to 15 patk but instead it has values of a magical card even tho that should not apply to boss cards
Greetings Mira
Hello
This card is a magical card, but having boss type as NPC, causing it to appear purple. The correct type here is always the type indicated by the card itself rather than the rarity colour, and this is how attribute values are decided. Changing card to boss card is not planned, but NPC type will likely be adjusted in future.
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Hello
issue has been found and will be fixed with the next update/patch.
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Hello
Can you provide more information about object attacked and location to generate this dmg?
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Hello
This issue should be fully solved with next patch. We apologise for the inconvenience caused whilst finding the cause of this issue.
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randomly on first wrong click?
Every wrong click is rerolling chance to obtain this encounter.
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Display MoreHi Ikaria ,
is it intended to click wrong number on door event, kill mobs fast, click wrong again, kill mobs and so on... until the mob of this card (ID 778329) is spawning.. and all within only 60 seconds?
Maybe after implementing the timelimit, this mob+card wasn't considered? maybe add the card to the chest loot after successfully doing the event?
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This encounter is spawned randomly with 25% chance. It's not planned to move this card to treasure chest.
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Will be improved with next patch.
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Hello
Respawn time is only valid for monsters that actually respawn. One off enemies that spawn does not use this time.
Hillarzu has small chance to spawn when killing fungus, as visible in their tooltips with chances. There is also chance to spawn it guaranteed based on total previous server kills if there wasn't spawn yet as bad luck mitigation like most other bosses that use similar mechanics.
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Hello
Wiki and game are correct. Some patch notes seem to not have been updated when some elements were adjusted 6 months ago to be in logical order for our festival structure.
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Hello
Multiple team members are unable to reproduce this error.
Can you please share list of addons and also check modify date on Bindings.txt after logging out located inside your stored settings folder(You can open it through launcher).
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Hello
This was missed with world boss update. Will be updated with next patch.
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I think the reasoning you mentioned behind those changes is understandable. It is a good thing that you keep new players in mind. However, I hope you keep a close eye on data, since I'm afraid mid to high end players will just stop doing boss event altogether, instead of inviting new players to their group - because it is simply not worth it anymore.
I for one see no point in spending an unreasonable amount of time for mediocre, mostly outdated loot.
Hiya
It's a valid point too, that things have to be enticing also for high-end players to make it worth their time too to help weaker players inside, especially when they have the capabilities to farm such items at higher capacities than weaker players. It shows the age of the boss event (already over 7 years old) even more, as what once were items that everyone needed, setskills, AC etc, stats, now are outdated for such players or have better farm methods due to 7 years of power creep.
Previously the average solo times of boss event were ~60-70minutes for high-end. We see group runs for similar players now to be between 25-35 minutes, so drastically faster, but obviously less loot outside of guaranteed mementos/arcadia coins etc.
Boss Event may have changes depending on this data in future events as a result.
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atlas/events/bosses were a great way to get some equip and currency as a newer player and at least try to bridge the gigantic gap that older players have. sadly after the changes this is no longer possible. (this includes worldbosses, where some like sismond/Kolanda/zalkyris have longer not been killed by the community)
i do get that you want to evolve the game, but in the process took one of the few ways for newer players to catch up (not everyone has maxed out gear). it is already insanely hard to get anywhere near doing some dmg on the endgame things like wb/atlas mobs if you are starting out from zero (without putting tons of IRL money into the game). the game still is very grindy if you are new, these activities were a nice change and gave a good return on your time investmend. anyway, thx for working on the game and all your time and effort. keep the new players and smaller guilds in mind if you do things
Hello
New players was quite a important reason this change was introduced. Previously Boss Event/Atlas Defense was being done by high end players in very small groups (often even solo, quite often duo). Leaving smaller players struggling to make progress due to being weaker and not invited often unless inside a guild who took people along. Now players have the chance to contribute by making the event weaker for stronger players, a much more meaningful contribution than just standing there pulling the lever, as well as having easier time if trying to go further with weaker parties.
Also alongside this, the randomness of boss event was removed, previously bosses were having random effects which reduced dmg by over 50%, more offensive dmg by 50%, or simply having larger amounts of HP. Now this difficulty is mostly static, allowing new players to not be penalised by randomness, and still having easier time, and bosses are substantially weaker without HP buffs.
About Atlas Defense, it may need some finer tuning for substantially weaker parties based on feedback from some weaker players who have tried this so far, and it will be implemented before next weekend, however from looking at data from higher end groups, so far the results behind this change seem as expected in regards to run times (10-20 mins).
To the other posts(Too many to quote):
The original data of 40-45min runs was due to 1 change which was missed when updating server with recent patch and was updated on Saturday around 16:00 (Removing insanely high crit resistance), however some groups had already attempted it prior to this. This change alone allows a larger class diversity, as well as making the event significantly faster, which is clear from looking at event times made since the patch, so if you were in this group and wrote off the event as being not worth your time after the change, it would be worth retrying it before dismissing it fully.
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The new, additional, way is a great add-on, and i appreciate, but again, why nerf the old way, if you want to help players ?
Quite simply, skills would've been the secondary method to obtain it, rather than complementing each other, with previous amount of XP given from auto attacks (especially when using 2x 1h), it would've outshined XP gained from skills heavily, to the point that it would be almost useless. Meaning it had to be reduced to be added to skills to make the change worthwhile, as well as ensuring using 2x 1h weapons is the same as 1x 2h for fairness.
These changes follow the same pattern as most changes, one step into a good new feature, wich comes along with remove of long appreciated features.
I alway see this as PAF, player annoyance features. And I still don't get the reaosning.
Not all changes will be popular, and some end up happening due to balance reasons which may not always be clear to the players due to not having access to logs or additional data. But if you can clarify other features which you felt got removed due to updates, we could take a further look.
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Let me emphasize this once again previously, with weapon skill XP and the prestige pet, it was possible to almost any weapon to level 200 within an hour (no one can deny this).
it took me almost 20 hours with a 500% bonus just to go from level 50 to 110.
Unfortunately these two statements contradict each other quite heavily. Weapon Experience was only reduced by ~70% from auto attacks, so this math doesn't quite make sense.
Please clarify which weapon type you were using, and if you used 2x weapons or not (assuming 1h weapon) and class used, as well as attack speed runes.
Either way, we have added aura to Itnal Camp to boost weapon experience by 25% for this area with next patch, to alleviate some concerns with AFK training slightly. Whilst ensuring it is still balanced in other areas.
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Like everyone else, most of us are focused on clearing high-end dungeons.
This change allows you to gain more weapon experience through running these instances than before.
You argued that weapon leveling should be done through skill usage rather than basic attacks but in fact, we all know thats just not practical. In many cases, even with a basic starter set, mobs die with one hit. That leaves no room for extended combat or skill usage. Ironically, your argument pushes players into more repetitive grinding, not less.
Using 1 skill is providing more experience than what players would've got previously from killing this monster, likely 0 due to it being unlikely that player would've even reached auto attack range before skill killed them.
In fact, when I don’t have time to play actively, leveling weapons AFK has proven to be far more efficient and realistic.
It's still available in multiple forms should you choose to do it.
Also, I don’t believe your justification holds up. It doesn’t reflect the actual experience of long time players, and it certainly doesn’t offer a fair or consistent path forward. I urge you to reconsider both the design decisions and the communication strategy moving forward.
As previously mentioned in former post, changing design or reverting this change isn't planned, but numbers may be adjusted to increase experience in various ways based on feedback from players. Communicating changes outside of patch notes isn't planned for most content, due to the fact it can often slow down development time for content, however you may choose to apply as tester to give opinions before a patch whilst testing upcoming patch content.
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The way you nerfed weapon levels is truly disappointing. For so long, people have been comfortably leveling up their weapons, and no one expected such a decision from you. This is completely unfair, and I believe the best decision would be to revert it as soon as possible. Additionally, all these changes make the game unnecessarily difficult and exhausting for new players. Wonder if these adjustments were made just to force people into buying prestige..
Hello
Unfortunately your post lacks justification behind your reasoning why you see this change as a bad thing, making it hard to understand your opinion.
However, it's worth noting that players are likely to get a much higher level after our changes just by levelling up their classes than before due to using way more spells than auto attacks. This change allows the training of weapons to be done passively whilst playing the game, rather than leaving PC overnight whilst you train(not engaging gameplay). If you wish to still do this through AFK methods, you still have the option to do it via auto attacking (albeit at a slower rate than before), or using encyclopaedias inside your house, which wasn't adjusted.
There is currently no plans to revert this change, however based on feedback(of which there was currently little negative, except from few concerns before server was opened on day of patch), the numbers may be tweaked in future.
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But they should fix it for targets which dont lose hp
This is intended mechanic for all cooldown reductions.
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Hello
This simply indicates that there is egg in close proximity, not that there is an egg directly next to you. This message was added as extra helper due to players struggling to find the eggs normally. There is currently many eggs placed throughout this zone which can be used for this event.
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Hello
This change will be added in a future patch.
An other suggestion would be to add the need items for titles (id's : 205084 / 205085 / 205086) drops with lvl 100 seeds as it seems to don't drop actually.
It's not planned to alter this mechanic, these drops are included as part of the bonus loot when farming lower level seeds and being higher planting level.
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Hello
Changing this quest is not planned due to it being high-end quest chain unlocking rewards suitable for higher level players. Even if this quest was made easier, all further quests are reliant on the further awakened instances, so unlocking this quest wouldn't help for progression.
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Hello
Will be added with next patch. However won't work retroactively.
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Hello
The Rainbow Egg Detector - Event thread was removed because it contained outdated information. We noticed that some players were being misled by the content and began reporting the event as bugged.
After a thorough review, we can confirm that the event is functioning correctly. To avoid further confusion, we decided to take down the thread.
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