steam also had issues with the release too from my understanding which hammered it too, however i also dont blame them since tbh the game released to early on steam at the bare minimum the stargate needed to be in when released happened and the major seige bug currently means there no end game content till the patch cming this week spose to fix that though.
Posts made by Veeshan
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RE: Steam Review
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RE: Can we get an answer on this?
tbh the map to large for current playerbase humans land should loose a continent atm
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RE: Updating the enchant aspects
You are able to remove the RNG out of enchanting now btw not sure how long this has been in but i dont think anyone knows the trick
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RE: Mana regeneration
using a buff like mage armor? that has mana drain to sustain it.
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RE: Suggestion for Enchanting System
I just wish there was a cauldron or something where i can throw in my abundant enchanting mats i have and some gold and it poop out a different type of the same tier level that might be more useful. Like 10 T1 of the same enchanting mats +50 gold will give you 10 different T1 enchanting mats in return.
makes less popular/abundant mats usable aswell as add a gold sink
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RE: Best build for solo player?
dont even both with an assassin atm either btw there just useless currently to most parts
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RE: PvE & PvP Balancing Feedback Thread
@spoletta said in PvE & PvP Balancing Feedback Thread:
As I said elsewhere, the problem here lies with strike wounds.
That skill is the main damage source for both bows and also causes problems for the balance between melee builds. That skill makes it so that your weapon damage is secondary.The fact that a longbow has an higher damage than a shortbow doesn't really count, because the damage does not come from there. For melee builds too, it is all about the attack speed, to be able to deliver as many strike wounds as possible.
It also means that the greatest part of damage of any archer or melee is pure damage. This simply cannot work.
IMO that skill has to be changed. It should be based on the base weapon damage and cause extra damage instead of pure damage.
Something like: "Increase your basic weapon damage by 1% for each percentage point of health the target is missing, up to [DEX+PER]*2%"
This would be a very big nerf to that skill, but let's admit it, it is too strong.
Even like this it would still compare favorably to the other skills of that kind like vicious attacks and bloodlust (especially considering that it is always on and without mana cost).
Alternatively make it less automatic. Make it like the other skills with a mana activation cost, a 10 sec duration and a 20 sec cooldown. And it would still be too strong, would need to be increased to 3 memory points.
Some don't want Strike Wounds touched because that skill is the whole reason that some dex based builds can work. The correct fix here though is to first address Strike Wounds, and then increase the base multipliers of weapons. This would make it so that skill which increase your basic damage have again a value. Skills that decrease the opponent armor too.
In short, please remove that crutch!
I would change it to be light weapon only.
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RE: If you make blueprints not permanent i fcking quit this game !
@GamerSeuss Just allow us to throw recipes into a building pot portal or what ever and get higher tier enchanting mats atm these mats are hell to get and having other ways to get them would be a good thing imo
I also recommend using the same building or what not to throw 10 of the same enchanting mats in + 50g or something and get 10 random enchanting mats with the same tier level so abundant enchanting mats have a use to try and hit the rare ones aswell as adding a gold sink to the game. (GW2 mystic forge for example was added to remove abundant mats to get other items)
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No enchants in the game use Destroy stat
So when you were doijg enchant recipes it seems you forgot one i havant been able to find a single enchant that uses the destroy stat btw so might wanna change enchant mats with destroy on to something else or add/change some enchants to have it
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RE: Feedback on the new durability
@spoletta said in Feedback on the new durability:
@Veeshan said in Feedback on the new durability:
the enchanting mats to crafts said items are the biggest issue tbh when there going for 5-10k per piece and u need 5 per craft atleast thats the issue especialy if u want to see red players use equipment atm they run round with no risk cause there naked so if they kill you thet get reward if you kill them you get nothing where if armor was a little easier to craft then they might be more inclined to have some gear on so u get some reward for the kill on them.
getting killed might be a little harsh atm though i died twice earlier and lost 150 or so durability death shouldnt be a % based either because whats the point of crafting orange gear if it still gonna only last the same amount of deaths as the white stuff due to getting chunked for more on death
This means that the red penalties are working.
If the pks are running around with inferior equipment compared to other players, then the design of imposing an handicap on them has been achieved.
And what happens with demons? naked demons everywhere tbh even neutral your amor just evaporates in pvp fights at times
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RE: Feedback on the new durability
@Navy it will last very slightly longer since you have more dura for the chip dmg from combat but they last the same amount of time if you do nothing but die which is dumb
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RE: Town Issues/Discrepancies & Bugs
You cant compare Terra and Myr towns to Aerhen town size, There is no farm plots in Aerhen so most of the town gonna be filled with farm plots compared to terra and myr who can get by with the farms provided where aerythen doesnt get that luxury at all.
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RE: Feedback on the new durability
@DarthJafo said in Feedback on the new durability:
There's no degrees to "grind" there either is, or there isn't. To even advertise "no grind" was both foolish and ill advised. There are however different levels of grind.
Every game has grind of some sort. Can't get away from it. The difference here is it takes 10 seconds to "mine" a flax plant. 10 minutes to gather enough to make a set of common cloths. Roughly the same for Hide, depending on the monsters you find.
Leather doesn't have much of a grind, because you get the mats by killing stuff. The delay here is it take 15 hours to tan the hides. I don't know anything at all about tanning, but is that even close to realistic? I really only know that it stunk. BAD
The highest level of grind is of course Metal. Even if you put your plot right on top of a node (which shouldn't be allowed) and just build smelters and such (which also shouldn't be allowed without a house of some sort) you still have to travel to the node, build a wagon (or drive a wagon to it which is even worse) Mine the ore, drive a slow arsed wagon back to your plot, build some smelters at 24 stone per, which is ANOTHER level of grind for this craft.
Oh but wait, there more. Now you have to go gather a fuel source. Same thing as above for coal, or build charcoal pits which take 15 hours to cook (jebus as I'm writing this im getting more ticked off about how unbalanced this all is). Then you have to smelt the ignots at 4 hours a batch. Now, a wagon will fill 6 smelters. So in four hours YOU HAVE TO DO IT ALL OVER AGAIN.
Now...is this in anyway, shape or form REMOTELY comparable to the other crafts?
And for all that effort all you get is a LITTLE more durability? EFFING FOR REAL? Not even a miniscule stat boost???
C'mon
Metal actually pretty easy tbh and u can do it while watching netflix on another monitor
Leather and cloth you have to spend a large portion of the map just running around to the mobs to kill since there usualy quite spaced appart and some like mammoths are quite a pain to kill also fighting said mobs can leave you vunerable to pvp since your skill will be on CD or HP/mana not full so thats the trade off there.
I will say maybe cloth should have a processing time and wood a drying time (Since you tend to dry wood before crafting anything with it) to bring in line with leather/metal
addition of automatic looms (Which is needed to craft all fabric appart from flax) and has 16 hr timer for a stack of 5 and can do 8 at once like tanning tubs
And drying racks for wood that works the same way -
RE: Feedback on the new durability
the enchanting mats to crafts said items are the biggest issue tbh when there going for 5-10k per piece and u need 5 per craft atleast thats the issue especialy if u want to see red players use equipment atm they run round with no risk cause there naked so if they kill you thet get reward if you kill them you get nothing where if armor was a little easier to craft then they might be more inclined to have some gear on so u get some reward for the kill on them.
getting killed might be a little harsh atm though i died twice earlier and lost 150 or so durability death shouldnt be a % based either because whats the point of crafting orange gear if it still gonna only last the same amount of deaths as the white stuff due to getting chunked for more on death
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RE: Suggestion on some spells/skill balancing
Lightning rush would need to be tested range wise tbh although going to 6 then 7 if that not enough and so on is the best way of doing it
I agree with magnetise and burning pillar being shifted to 3 memory cost instead
power words if they do indeed work that way then the tool tip needs changed because power word silence and stun says if the target has more charisma than you in the tooltip do X to them.
As for the assasination skill there a couple that does extra dmg when there missing health, i cant check them currently cause server log in are down, but off top of my head there Strike wounds and assassination i beleive there 1 or 2 more too, Strike wounds should be limited to light weapon or light armor which i beleive assasination skill is also limited to. They lack opening dmg from stealth though since shadow step actually does terrible dmg it does like 150 dmg if it did like 400-500 or so then were getting somewhere they realy need a solid opening from stealth if they dont have that then they kinda suck
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Suggestion on some spells/skill balancing
Feel free to add to the list
general skills
Relocate - Remove charges make cooldown based on int level int 0 = 12 sec, int 12 = 10 sec, int 18 = 8 seconds, int 24 = 6 second (This offers some counter play to the 3-4 relocates and mount and leave) atm light armor uses choose wether or not they want to fight agaist anyone else who doesnt have relocate it still better than battle jump at 18 int so thats help since they be in light armor where battle jump is used by medium and above.Protection/Cloak skills: need to reduce the cast time on these skills in pvp there almost removed the moment there up and take huge dmg when that happens and then takes to long to reapply due to 2 second cast they also drain your mana too so its like 3 negatives to 1 positive. In seiges there will always be atleast 1 person with a despel skill so these never stay active i would remove the mana drain (Since your already at a disadvanage with skills that do alot of dmg when they debuff) or remove/reduce the cast time.
Ice
Wintersgrasp - channeled single target skill that does next to no dmg, this definetly needs an increase dmg wise sicne its also relatively close range skill too (Currently int x 4 dmg, i feel it should be int x 8 dmg since you can be easily CCed out of it) It also has a relay long CD for the dmg output it doesice spike - Might need a minor dmg increase Int x 8 to int x10 dmg
lightning
Static Discharge - Charge time need to probaly be reduced slightly 25% (4 to 3 seconds) its basicly impossible to get this off since people just move out of the way every time if you try or you get interupted casting it, the other option is make the caster immune to all CC during the charging periodLightning Rush - Needs to be longer range mayeb increase it by 3m from 5 to 8m
Magnetize - By itself it not broken to badly however combined with shock totem it does so much dmg since shock totems apply shock debuff so fast i would make shock totems add stacks at a slower rate but more each time. It could be strong in large scale cause everyone magnifies the effect aswell.
Fork lighting- I would say this needs a dmg increase (int x6 is no where near enough dmg) especially for 350 mana cost
Chain lightning - Same as fork lighting not enough dmg for the mana cost
Shocking lash - needs a CD on for 0.2 seconds so you dont constantly interupt urself when u spam the skill
Fire
Fire spell are probaly in a better spot they naturally have higher dmg than all other skills and there elemental debuffs is easier to stack compared to the other elements (You kinda need totems in most cases to get the stacks in the other line)Burning pillar - Might need a minor nerf however Crush dmg 200 + Int x 18 dmg (higher than most skills already) + 40 elemental debuff stacks + a stun with relativly short CD/mana cost compared to the skill its kinda a little loaded compared to all others currently
poison
hard to say where poison sits atm since half it kit is on terra and the other half is on human lands, however one problem with the kit is people can counter it with a very easy item to obtain which is the herbal remedy i feel this item needs to be much harder to obtain or be removed from the game or have it so it cant be used via inventory so you need to sacrafice a hotbar spot to use themEarth
hard to say here has same issue with poisen where half their kits are on each planetPower word X
Power word stun/silence kinda in a weird spot since cha is kinda stat no one currently takes and these skills require target to have more charisma than you to work and power word kill and heal requires or promotes having high charisma so kinda weird synergy here i would change them stun and silence to work when targets have less charisma than you so power word X skills all follow the same rules and would also make these skills better due to not many people running charisma currentlymagic dmg
Energy blast - Need charge time halfed dmg is fine where it at just half the channel time from 4 seconds to 2 if they hit somone with it the dmg is rewarding enough at 2 seconds if your keeping it 4 second dmg need to be greatly increased
Magic missle - base dmg is to low especly when it cant be modified by int (only missle amount) bump it up 40 dmg i think per missle and it might be in an ok spot
Piece Magic - is fine might base dmg might need to be intx10 from int x8 though
Mind strike - seems fine but atm it bad since charisma isnt all that useful currently so when more char skills in play might be worthAssasin skills
The assasin skills that are calculated via Dex+perc= dmg might need to be looked at this pigeon hole you into doing a max dex/max perception build and the reward is often not there, i think pierce through is the only one of these skills that have decent enough dmg/reward for commiting most of your stats into perc/dex the rest seem rather meh.Assasin Dex dmg skills are also rather bad dmg wise especialy for those wanting to play a stealth class which limits you to light weapon/armor and all the assasin skill do more dmg basicly when they have less HP but you dont have any good dmg to chunk hp at the start of the fight so you end up doing nothing unless somone else dmgs them for you then u can finish them quicker.
Easiest fix here imo to make stealth assasins viable is to change shadow step from Dex x 6 dmg to Dex x 14 dmg this will chunk somone reasonable well from stealth which then allows there other dmg skills to do some dmg since there missing some HP from the opening strike which is how an assasin should play imoI cant realy comment on warrior abilities since i havant tried playing a warrior mostly mage with a bit of assasins but i know alot of melee abilities need a buff to be used.
Execute/power word kill - Should go through death bargain however -
RE: Feedback on the new durability
Takes 10 years to farm all the mats especially to do t2 enchants and armor dies in a few deaths fun times -.- Tried to farm 1 mats to do t2 enchant after 270 mobs i got 3 items out the 25 to enchant all my gear and thats 1 fifth of the mats for the enchant still needed the other 4 pieces to get the other types lol soo yeah not doing that grind anymore seemed like a 1% drop rate on higher level enchant mats -.- (T3 enchants will probaly be quicker with bosses atleast ur garanteed to get 1 enchanting mat)
Also when demon come out that planet definelty need to have high drops for armor crafting components in it such as crystal magic and so on or your gonna have a horde of naked demons
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RE: Resource requirement for gear is too much
there is a lack of resources specificly mob drops due to such low drop rates there to difficult to get for people to use non newbie gear for red pvp. Maybe this can be fixed later on making those resource common drops in the demon planet since there always red pretty much they need to easily get decent gear since alot of build require the effects from T2 armors to actually function.
Some enchant mats are issues too with there rarity some are common enough but others are like 1% or less drop rate lol -
RE: On Bug Reporting & Exploiting During Beta
Mustard plants drop Poinsella
Poinsella plants drop Mustards seeds -
RE: AMA with Developer 23/09 - Summary
@GamerSeuss They need to make the armor resources more attainable tbh enchant mats are a pain to farm too for some pieces.
going red basicly means all u can use is T1 enchanted primitive armor which also means some build that rely on effects of T2 equipment is useless. no one will go red with decent gear cause risk is to great for the time investment for that gear. Killing reds are not reward either cause all you will get is cloth shit aswell with empty inventory but if proper gear was more attainable mat wise then you will atleast get gear off them. They risk the gear no inventory basicly, you risk your inventory which seems fair.
Maybe the demon planet could have much more common armor component drops due to added risk of constant pvp it makes sense and also allows for demons to get proper gear to invade other planets in and then loose it to the defenders