Posts by Brontes

    Hello, i'm wondering if the elite skills from Druid/rogue shouldn't scale with Intelligence? I'm currently playing as a full healer with Druid/priest combo ( wisdom + bônus heal set ) and got a rent on magical attack gear from quest and i tought Druid/rogue would do more damage with that set instead off my main healer set, still no change at all on output damage with a full wisdom set or a full Intelligence set. Is this intended? The elite skills just do a big flat "dark damage" so it just scale with magical damage from the weapon?


    Thanks on advance o/

    Greetings!


    Earlier this year we took on the task on reworking the functionality and effects of heals, one of these changes included wisdom providing magical attack to Priests and Druids. You practically have a similar amount of magical attack in either gear, which is why your damage now seems to be roughly the same.


    The difference between these two archetypes more apparent later on.
    There, INT gear outscales widsom for damage by a lot. This is, however, balanced by INT not providing increases to healing done.


    If you have any more questions, please feel free to use this forum.


    Hooroo,

    Brontes

    from these instances

    Just for clarification: From Origin on and further nostalgia instances will have the goal to have almost 0 sales potential?

    No. Context very much matters here, please reference in full: we chose the route of tithing to create a tradeoff for power instead of flat out cutting the earning potential of endgame guilds from these instances to almost 0.


    We had the choice of either cutting requirements (which we did not do) which would have artificially lowered the price then to almost none, instead chose to instead increase the supply side by giving new incentive to run Necropolis of Mirrors, which naturally lowered the price.


    Hooroo,

    Brontes

    Better isn't always more expensive 🫰

    Without being a spoilsport for what's to come, we don't plan for Tithing Amulets to be the only way to level up!


    Generally, the design foresees that players can reasonably expect to go up to level 30-40 (50 in extreme cases) right now, passively gathering EXP for their artefacts before becoming too slow or tedious to continue. With new methods (including f2p methods!) we plan to both create a scenario where people can easily catch up to levels obtained earlier. This came at annoyance to some players, a fraction of the playerbase that seeks to obtain maximum power in the shortest time.


    Artefact levelling, as a system, is built to last for quite a while. Subsequent nostalgia releases will include methods for gaining said EXP in accordance to the (rather steep) curve. Players often complained about the relatively small power increase from nostalgia content and this serves as a vehicle to facilitate more power from individual instances without letting power creep take too much hold.


    For this reason, we deliberately chose not to have a hard cap on artefacts to let players naturally ease in and out of the system and choose whether they value the added power more than the potential monetary gains from selling the orbs to wealthier players.

    Well in many situations "there will be" also comes with "in the future in maybe years" altho players where mentioning the poor system right from the start and everything players said about this system at launch apparently become true x)

    We also intentionally placed tithing amulet values in instances to encourage players to run certain instances; to be concise, we found that Aspects from Necropolis of Mirrors would hold their value quite a bit too well, to a point where midgame players trying to reach up had no choice but to grind quite a bit themselves, often times more than what their time budget allowed. With a bigger focus on catching up and getting people into higher instances sooner, we chose this route to bring prices down while still providing you, as players, some power.


    The concerns raised were heard, understood and found to be quite a bit more acceptable than the alternatives (namely straight cutting item requirements and therefore instantly tanking the values of these items by a huge amount). Increasing supply naturally instead of artificially cutting demand allowed the endgame playerbase to still profit from sales as the markets readjusted.


    Legacy grind reduction has been a goal for quite some time, and while it might seem counterintuitive, we chose the route of tithing to create a tradeoff for power instead of flat out cutting the earning potential of endgame guilds from these instances to almost 0.


    Thank you both for expressing your opinions!

    Hooroo,

    Brontes!

    Hi , do you plan to add amulet's xp in custom ini anytime ? I know this upgrade for artefacts is suppose to be long time but it would already take ages to complete them just with nostalgias ini and with new custom one coming soon most ppl won't do nostalgia that soon. . Highests artefacts lvl are barely above lvl 50 and it was just the easy part so adding xp to normal inis (dc / orkham / new ini) would be a QoL.

    Hello!


    Sadly, Tithing in main instances isn't planned for the forseeable future.

    There will, however be better methods to increase your artefact level.


    Hooroo,

    Brontes

    Hallo Metapha!


    Ich schreibe hier nochmal um dich zu informieren, dass du dir ein fertig gebautes Ausleih-Set beim NPC Hector Patrick in Atlas durch die Quest "Damit du auf Sinbi vorbereitet bist..." abholen kannst!


    Dieses Set kannst du 30 Tage lang nutzen. Dies sollte dir genug Zeit geben, dein eigenes (besseres) Set zu bauen!


    Hooroo,

    Brontes

    Hallo Metapha!


    Wir haben uns entschieden, das (deutlich bessere) Set kurz vor dem Erscheinen der Instanz euch zur Verfügung zu stellen, damit Ihr als Spieler schneller bereit für diese werden könnt. Die Stats auf deinen Items kannst du ja mit einem Extraktionsstein weiterverwenden!


    Da wir verhindern wollten, dass Spieler vernachlässigen weiter zu kommen und stattdessen Muscheln horten, haben wir uns bewusst dazu entschieden keine Vorankündigung zu machen. Wir haben aus diesem Grund, um euch entgegen zu kommen, die Preise des Sets auch auf 150 pro Teil (von 200) und auf 100 für das Unterset (von 150) gesenkt.

    Ich verstehe die Frustration und kann dir versichern, dass zusätzlich in einem baldigen Patch genau dafür eine Lösung vorbereitet wurde.


    Vielen Dank für dein Feedback,

    Hooroo,

    Brontes

    Guten Morgen!

    Wir arbeiten an einer Lösung zu diesem Problem.

    In Zwischenzeit kannst du den Fehler selbst beheben, indem du den Patch manuell installierst.
    Befolge bitte dazu folgende Schritte:

    - Lade die folgende Datei herunter: patch_12.0.0.2000.en_12.0.0.2001.en.exe
    - Platziere die Datei in deinen Chronicles of Arcadia-Ordner
    - Führe die Datei aus (dies sollte eines der Fenster, wie beim normalen Patchen öffnen)

    Danach solltest du nochmal Updaten können und normal in das Spiel kommen.

    Ich hoffe, ich konnte dir weiter helfen.
    Hooroo,

    Brontes

    Greetings,


    Mage/Rogue as a class is supposed to be hard to control but worthwhile in terms of damage.

    Both, attacking Issac and (mistakenly) pulling Conjurer Chapeaunoir are inteded mechanics that lead to a negative outcome for the party.


    Hooroo,

    Brontes

    In the "interaction" category, the benefit "pet summoning", if you buy "pet summoning V", then when you summon the pet, it does not feed automatically. This is very annoying, is there any way to remove the purchased enhancement?

    Greetings,

    Automatic feeding is something that happens due to addons which will need to be updated by their creators to be in line with new prestige benefits. This is not a feature the game itself offers.


    Hooroo,

    Brontes

    consider to change cast ID 493447 from trees inside origin that it can be interrupted or lower the dmg even with priest shield it deals 2-2.8kk without shields 5kk+

    You'll like todays patch. ^^

    Thank you for your report, we're trying to replicate it (with no success so far).

    The change to the new ID seems to have gotten rid of that bug, please be so kind and circle back to us should it re-occur.


    Hooroo,

    Brontes

    I'm glad to see your curiosity, but for now, all I can give you is a cookie.

    Most of your questions will be answered in due time.
    Stay curious, stay observant.


    Hooroo,

    Brontes

    Greetings,


    A bigger Sathkur update is planned to come with a general nostalgia overhaul.

    We decided to keep Sathkur this way for a while as to allow players to more easily generate runes to have new players have a smoother time catching up.


    Thank you for your suggestion!


    Hooroo,

    Brontes

    The Druid/Bard skill Solo should have an effect on the raid.

    This is not the case. The effect only applies to yourself.

    Is there an error here? In the description or in the usage?

    Thank you for your report.


    This is a bug, it's noted down and will likely be fixed with the next patch (probably doesn't make it into todays patch anymore).

    Hooroo,

    Brontes

    Tldr: New Tithing sytem is unreasonably expensive and needs to to be revised. For reference, we assume you'd need more than 1kk diamonds to max out both your artifacts, since experience needed explodes after lvl 75.

    Greetings,


    new and better methods for gaining artefact exp will be available in the future. This includes methods of obtaining amulets and gaining the charges or orbs themselves. The extreme cost associated with maximizing an artefact right now is akin to a soft-cap. Tithing as a system isn't meant to be completeable within a few days post release and will accompany players for quite a while.


    Unfortunately, f2p methods require additional maintenance and could not yet be applied to the server. We apologize for this circumstance and will continue to monitor.


    Hooroo,

    Brontes

    Hello,

    I play Priest/Warden. ID: 490304 Holy Candle I think there is a problem with this skilld because the description says "Increases effectiveness of heals by 27%, and consumes 5% HP everytime you invoke a heal spell." but it doesn't decrease HP per second.

    Greetings,


    Just as Bood Arrow is limited, Holy Candle can only hit yourself once per second.


    Hooroo

    Hello,

    1. To defeat the boss, to click on 139644 [Yeniden Birleştirilmiş Gulyabani Dükü] and HEAL. I play Priest/Warden. I use 495164 Healing Wind for more healing. Although this skill increases healing by 40% for 15 seconds, it does not work for 139644 [Reassembled Ghoul Duke].

    Greetings,

    Thank you for your feedback. This is intended, as to not burst the boss. We're looking whether or not we want to apply this in the future.

    Hooroo,

    Brontes

    Not about priests, but about gear score mechanic. Why if i equip wand, im not get gear score from shield or talisman? I think, it should be usefull.

    Greetings,


    Only the highest gear score from any weapon slot is applied.

    This is not subject to change in the near future.

    From a balance perspective, it would cause us to nerf buffs to adjust for this again, leading to a single class meta.


    Thank you for your post, Hooroo,

    Brontes

    I would like to know what you wanted to achieve with the latest changes to the knight/priest? The fact that you added a heal to him is very good, but it is too small.

    Greetings,


    The point of the heal has multiple facets, namely

    - the class was lacking realiable aoe

    - application of the raid-defense buff was too clunky to be sufficiently powerful and healing is the most reliable way to apply this buff

    - increased damage from shield defense means an easier time holding aggro


    We've been adding small, supplementary heals to many classes to take the pressure off on healing classes in the wake of the healing rework. It's a safety net.

    I would also like you to reconsider the bonus from using the glove, since 4000 damage for a tank knight is useless.

    Orkham-Gloves provide roughly 36% more aggro when activated for their duration and will not be changed.


    Hooroo,

    Brontes

    Quote from Brontes

    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.

    I am afraid this might have a negative impact on knight tanks. Maybe on boss fights we can restore our mana. But dont forget that mobs dont stay alive long enough to generate aggro first and then use punishment.

    Should these fears remain true after your own playtesting, please feel free to write additional feedback.


    Hooroo,

    Brontes.

    Greetings,


    Thank you for your feedback.


    I want to make clear of the intentions we had with the changes:


    1) Taunting every two seconds was an issue. It made aggro as a vector of power for knights impossible to balance, disallowing for us to make room for knights to get more power in areas they needed. Knights are - except in Grafu, due to the need of AoE stuns - already by far the best tanks in terms of group protection. We have seen raids without wardens be just as effective, showing once more that there's many ways to conquer challanges already.

    The mix of consistent damage reduction and long time stuns allowed for knights to effectively disable most of the enemies damage in other instances. This is a trend that got broken once, but will very likely continue with following releases.


    2) In the same vein, mana generation and mana as a resource was a non-issue for knights. It was way so powerful in fact that we might as well have removed mana and made every spell have no cost instead. This took up too much of the power budget, no matter how comfortable it may seem.


    3) Charge now having four holy sigils means that you may now much more effectively open up fights by using powerful abilities at max capacity right from the get-go, instead of having to wait and manage sigils. We also made it hit much, much harder than before, increasing initial aggro by quite a bit.


    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.


    As stated, the goal was to remove some passive power and move it into active gameplay to make more room for all the other buffs knights recieved.


    Hooroo,

    Brontes

    I agree, yesterday when using it I was very disappointed. It is more profitable not to spend nature's power then than to spend them on such a weak regeneration, which does not give so much benefit.

    @Brontes I would like to know what you think about this =)
    Thank you)

    We have got a few changes lined up for this class combination that will help out a bit.

    Thank you for the feedback!