huh, wonder why I dont see it when i use it then : /
thanks for the pic
Posts made by OlivePit
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RE: Regarding 'Strike Wounds'
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RE: Different spell channeling requirements
@spoletta
let us count...
1 t2 light armor option for 20+ skills. If you want to use any of those abilities you have only 1 armor choice... And since there is only 1 weapon type -mage staff- that does 9.6*int damage, slow attack speed, you are also limited to 3 of 4 (and more coming) staff damage types, which have absolutely no real effect as they give no stacks and have no impact on abilities. -how i wish there was a difference between using a magic staff when casting magic missile vs using a fire staff- so when going out to fight you only are able to account for 3/5 of the enemies resistances to find that right match- This also is the case with fighting mobs or pvp.Meanwhile Melee casters have : 1 light armor set, 3 medium armor sets, and 2 heavy armor sets (T2) not counting hunter and warlock.
And -so sad- out of 153 skills they only get to mix and match 133. what a sacrifice for the greater options of equipment and the greater protection they all give.
And weapons? well they get to pick their stat of choice between Dex OR Str for their weapon and many of them not only have spell channeling but ALSO do two different types of damage ! meaning they can be used for 2/3 of the abilities available to them if not more since many are -not- restricted. And to top it off there are only 3 physical damage types so you can easily carry all 3 at the same time, thus always have an answer to the enemies build, whatever it is.
Let us not forget that they have 13 weapon choices 4 of which are spell channeling. Also note that their two handed, slow attack speed, weapons -without channeling- do str * 14.8-18 per auto attack and in an Area of Effect ! Before they even take one skill ! Note too that their skills do STR*20, to that AOE while -sometimes- also applying meaningful status effects ! (yes this is presumably temporary and eventually elemental stacks other than acid and sometimes ice? will mean something)Why give more options to the already bountiful melee fighter when the mage is so massively crippled in choice?
And you are saying that Melee is more limited than mage? Please, illuminate how.
As a side note:
I think everyone would love to see a elemental damage scythe that has no spell channeling and does int *18 damage in a aoe cone like the monster great sword. -
RE: Balanced battlemage
The biggest disadvantage that mages have is due to their long casting time/animations and the small field of view.
In the time between starting to cast an ability to finishing that melee who was at the edge of your screen has already gotten into your face and hit you.
When compared to the instant abilities afforded all the other classes these two factors are hugely damaging to the playability of mages. -
RE: Enchanting system balance and tweaks
Just go back to the more restrictive gem imbuing and socketing system.
since you could only imbue certain enchants on certain gems you had no real problem with unwanted enchantment overlap and in the rare case where there is overlap you have not permanatly damaged your equipment, just wasted a gem and the reagents.
Then you take the gems with the enchantments you want and put them into the equipment, thus getting what you want.
This would also create a market, and demand, for pre-enchanted gems made by crafters which people could buy and socket instead of having to go to all the extra busy work and RNG of enchanting a piece of equipment. -
RE: Housing upkeep shouldn't lead to instant deletion
A warning showing up in your mail to warn you that your property is low on funds would be good.
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RE: Temperatures & Weather Feedback Thread
@DarthJafo
Meele has the option to use moonsilver for their armor to get cold resist, which is a defense against stacks while solo (and on a horse). -
RE: Market - Sales lacking durations
the governors are supposedly able to tax the market... but it is not working right now.
A timer is needed, but longer than a week as the time it takes to go around to every town and update your items for sale is not insignificant and having to do that weekly would be really annoying. -
RE: Balanced battlemage
Mages have been sad for quite some time, over a year, since the 'naked mages are op' fiasco. Just looking at the damage multipliers of abilities in the warfare tree and comparing them to the damage multipliers in the mage tree show the stark difference.
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RE: Different spell channeling requirements
I certainly would not mind some more care and thought given to the big mage spells to make them more viable.. Right now -no one- uses them as they are just not worth it.
The situation is also not as unbalanced as you depict it is as a lot of those mage spells are element specific and thus useless against many mobs or any player with the immunity up, while the effect of battle abilities will always be viable in far more situations -concussive strike, battle jump, decimate, etc...-
note that you do not need spell channeling for many of the archer abilities already and thus are free to use longbow.I have been testing and building a unarmed monk esque mage, and they are incredibly underwhelming, even with the talents, high dex, high int, and elemental fist abilities. Considering the versitility and use of weapons (enchantable, crafted with special materials, etc..) I again call for the use of fist wraps as unarmed weapons.
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RE: Repairing? Kind of.
The problem there is that you are not paying 'repair' costs for the enchantments you have placed on the armor.
Unless you -also- have a system where enchantments degrade off of armor and have to be re-applied after a time. -if doing this system it might be good to bring back gem imbuing and have those socketed gems take damage- -
RE: Limited uses for recipes
@spoletta said in Limited uses for recipes:
@Logain I agree on some changes being potentially good in that area.
Material KP should not be obtained by finding them only once, it should have a 0-100% gauge like mobs have and offer a lot more KP in total. This way a player can start as a gatherer and get rewarded with KPs for his activities. You balance this additional amount of KP by having additional crafts being unlocked with KP, and masteries indeed being more like a crafting talent tree (non easily respecable) than a simple grind of materials.
This encounters the demand of those that want to be able to specialize in crafting. A crafter player would invest more points in crafting than in talents/skills. As long as the crafting talents offer only modest bonuses (no more than+10% damage/armor/resistances/durability in total), it would integrate well in the game.
In the end the KP would still be balanced, so a character would still be able to get everything in the long run, both combat and crafting.
Yes ! give KP mastery for farming crops ! need to farm 100 of same crop to become master !
@Mudz said in Limited uses for recipes:
Trying to structure my thoughts to maybe be alittle bit easier to read the suggestions:
Knowledge points and resource/material bonus unlocks:
Harvesting:
- Initial exploration Knowledge Point bonus for finding a new resource type through harvesting, including bonus resources when found.
- Entry into the book of knowledge for that resource or bonus resource with some general information (no knowledge percentage gain at this point).
include KP for us poor resource/crop farmers ! to the 100% limit of the crop/resource.
Processing:
- If purchasing a resource and not learning about it by harvesting you gain the initial Knowledge Point bonus from processing the resource instead.
- (Any type of processed material that is created by combining several base resources gets the initial Knowledge Point bonus from processing or crafting using that material.)
- Entry into the book of knowledge for that resource/material triggered here instead with some general information (no knowledge percentage gain at this point).
Crafting:
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If purchasing a resource or a processed resource and not learning about it by harvesting or processing you gain the initial Knowledge Point bonus from crafting with the processed resource instead.
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(Any type of processed material that is created by combining several base resources gets the initial Knowledge Point bonus from processing or crafting using that material.)
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Entry into the book of knowledge for that resource triggered here instead with some general information (no knowledge percentage gain at this point).
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Resource knowledge increases with crafting using that specific resource, gaining Knowledge Points up until 100% knowledge and unlocking bonuses like unlocking abilities from monsters.
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Information regarding bonuses to be updated in the book of knowledge once learned.
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Smaller bonuses initially and then slightly better at the end.
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This would mean that you don't know everything about a resouce from the start and will only be able to craft items with the bonuses you know for the resource used.
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<Resource> (Main component used in crafting)
<Bonus1>: Unlock at 25% knowledge of that material
<Bonus2>: Unlock at 50% knowledge of that material
<Bonus3>: Unlock at 75% knowledge of that material
<Bonus4>: Unlock at 100% knowledge of that material
Crafting masteries:
- Gain mastery levels like now by crafting a specific item.
- Unlock new specific masteries using Knowledge Points when you have reached high enough level in the previous mastery.
yea, need 4/4 plate mastery to unlock slayer set.
Recipies:
- When you reach a specific mastery level for an item you unlock the possibility to spend Knowledge Points to learn new mastery specific recipes from that Tier.
Like it. Need to have 3/4 mastery of iron to unlock plate armor.
Drops:
- If anything should drop as loot it could be "forgotten knowledge" or "lost techniques" that can be used to gain some progress in knowledge of a specific resource/material or a crafting mastery.
Kp boosts to mastery path for each resource. Find a scroll of plate armor, read it and it gives 20% towards plate mastery.
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RE: Temperatures & Weather Feedback Thread
@Triop
THANK YOU FOR SAYING SO !!!
If I had pointed it out ppl would just write it off as Olive being crop obsessed again. -
RE: Temperatures & Weather Feedback Thread
Instead of using some new mechanic to deal with environmental conditions and stacks, new material properties which greatly reduce the options of playable equipment type, do what i suggested earlier and have stack decay tied to elemental resistance level. the higher your resistance the faster stacks decay.
This allows for elemental resistance enchantment to have a purpose. It allows players to wear whatever armor material they want and then compensate with enchantments/rings to adapt to the environment.It prevents the awkward situation of having 80% cold damage reduction, but frozen into a brick since resistances have nothing to do with stacks. And for what reason?
Stacks already have a decay mechanic and we already have the damage reduction curve for resistances, just stick them together such that at a elemental resist of 50% your stacks decay 50% faster.
This would make it so some number of mages/elementals/severe weather would still have an effect on the player, but it could be moderately mitigated such that it is playable and maintains the ambiance.Currently the only real option is to run with an ability sucking 10m/s to be totally immune to the entire system. at which point why even have it?. this is not an interactive play feature of the game. it is an arbitrary tax that only sucks fun and choice from the game.
Brining back gem imbuing, socketing, and unsocketing would also help the situation.
For a cost, say 1k per gem level?, you can remove a gem from your T3 arch mage gown and swap in a cold resist gem for your trip to Aerhen instead of having to craft and enchant a whole new set of armor.
It would allow for that lateral progression and flexibility that the game was championing and reduce -some- the new vertical progression grind we have now. -
RE: Mobs spawning from alter in non-accessible area.
nothing would be a very sad case of the cost of the summoning being paid, the killing of mobs -all that possible- done, and all for no boss for you to kill !
it is not like flawless sapphires grow on trees you know. -
RE: Mobs Get Stuck After Getting Confused
can confirm this happens to fire shamen
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Mobs spawning from alter in non-accessible area.
Mobs spawn in the closed off area behind chief untabog alter.
What would happen if the boss spawns there?!? -
RE: Potential problem with the market -mail notification system...
Sadly we have seen that guilds / the community infact does -not- take action against serial victimization and abusive toxic players.
Look no further than bussy, Kos, etc...
There was no in game reprocussions for their actions despite how bad their behavior was.
It was only that Bussy were caught hacking that they got their wrist slapped and then only by the devs, not the players.
Note also how Bussy did multiple exploits to win sieges and raids, but no group action was done by the players to punish bussy. and only when the -devs- shut down the siege system that it stopped.
Players could have done something at any point, but did not.
Relying on players to fix a problem inherent in the systems in the game is not viable. -
RE: Magic staff 3/4
final quality is the lower of your mastery and the technology of the town you are crafting in.
I have 4/4 short bows, but the town I craft in only has 2/4 tech points, so I can only make quality 2/4 short bows. -
RE: Limited uses for recipes
Or have the dropped recipes reduce the cost of crafting the item for X uses.
-like removing the top tier drop component requirement-
Thus for a short while you get a discount on making the item.At the moment even if you have the recipe you still are looking at 30+ hrs of farming to get the rare mats needed, as such currently the recipe is of a lesser burden (and just random) compared to the main burden of getting the mats for the item.