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Posts posted by rafa9876
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2 hours ago, daninaativa said:
and how was this draw done? what a confusing way of awarding...
It's easy you can just google "random picker" and find a website that picks 10 names out of a list with 500 or even 1000 names
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The issue with contests like these is that the developers often already have long term plans in addition to many suggestions on their list and most ambitious ideas players have cannot be considered lightly.
But we did have costumes, bosses and minions that were added via contests already.
Anyway here's a list of rough ideas
Personally I like the first one more and it should be specified that the suggestion will most likely not be added to the game.
- New (small?) island/region designs & story (maybe for an event aka not permanent)
- New and/or modified skills with proper explanation for why X class should have it and how it has it lorewise
- New boss with story and mechanics (already happened)
- New minions/costumes (already happened)
- New stats and/or modification to how current stats work for the sake of balance
- New type of long term goal for players achieveable via dungeons, quests, bosses or new methods reusing old areas
- Modification of existing content that is deemed outdated with reason why its outdated and suggestion of how to change it
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Interesting
Although I knew crossroads of destiny would win, I'm surprised how strong and uncontested its lead has been ever since release.
Also interesting to see that the release announcement is actually 2nd place in both forums
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On 6/11/2021 at 2:35 PM, Ogull said:
now that i tried these i have a question, does the the solidity of underwater work independently from normal solidity or do they stack? since i am a tank with max solidity would i get 65% overall solidity or would it be 50% and another 15% chance in underwater
Doesn't actually matter because 50% solidity already nullifies any chance of crits, making additional solidity essentially useless.
That being said I just tested it and the "underwater solidity" is just normal solidity that is only active underwater, so the answer is no, it doesn't stack and the limit is still 50%.
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Should be like the new guild achievements that actually check how much time the guild takes for events.
In this case every mythic dg would have 1 such achievement and players could "speedrun" for it since only the person with the fastest clear could have it.
Could also be class specific achievement rather than global, so for example rangers would compete against rangers only.
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40 minutes ago, Khrone said:
What if the player actually needs the shield lol
Let's compromise and say that it must be your own totem using your own bone shield in which case you should control it
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7 hours ago, TheCaster said:
Do active skills count towards this?
Say, Power of relaxation - lock, aura of fire - mage?Says "spend" so I think we can safely assume it does...or it should at least
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14 hours ago, Peony said:
Increases the Depths' Fury parameter for the character by 3-6-9% if they are affected by Bleeding debuff dealt by the monsters at the Ship Graveyard, as well as within 5 seconds after the end of the effect duration.
Increases the Depths' Fury parameter for the character by 3-6-9% units if they are affected by Poisoning debuff dealt by the monsters at the Ship Graveyard, as well as within 5 seconds after the end of the effect duration.
We already have so many ways to get Depths' Fury, reaching 40% with sea weapon alone. (and if I go quest in sea I will use +10% Depths' Fury buffs to have it all the time...)
Assuming these talents will be at the bottom of the tree then few of those who get there will be interested due to the 50% maximum Depths' Fury.
They'd be about as useful as Punch Attack and Deadly Attack, relying on a specific rare condition to give a buff that will be negligible to many.
I'd rather make them increase damage dealt by 3-6-9 or 5-10-15% or give them the same effect of reducing damage received as the other "hardening" skills.If those skills are at the top of the tree and/or easy to learn then it's fine as is.
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27 minutes ago, TheCaster said:
I'm mostly sure that they won't as the reputation requirement in Ayvondil is usually removed for anniversary and doing this as new classes are released would allow too much rushing.
I could be wrong though (I hope) -
He's exaggerating, I've played mage for a long time and it is certainly not "fragile in pve".
There are some issues though but that's the case for almost any class, none are designed to be truly perfect.Also I did the same thing that chieftain did (albeit with stronger buffs).
The one unreasonable nerf I do have to mention though is dragon eye, the nerf should have been either to accu/speed or to the mana regen on hit, not both.
Nerfing both means mage actually needs to get more mana regen (replacing another stat) and in total the nerf cost 18% in stats. (7% accu + 7% speed + 4%)While other damaging classes have had their stat boosts either basically unchanged or buffed. (in addition to their stat boosts being more effective or an aura)
If they did want to nerf both stats anyway then I would have increased the duration to 20 seconds...
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37 minutes ago, Khrone said:
What about increasing the hit rate to 1 second instead of 3 without increasing or decreasing the damage (consider it as a buff, since it would deal 3x more damage) but to compensate that, the damage won't stop enemies, like the shared damage from Necro's Fateful Connection?
Eh maybe you should slightly reduce the damage then, as at rank 4 it would be too good.
But I like the idea
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40 minutes ago, Rhaast said:
and even then the damage on single target is not good
The single target damage is ok if you know what you are doing, I can actually outdamage some rangers and seekers and they do not need to be that much weaker.
Either way it's a topic about Aura of fire, and I agree that it is one of the weaker auras in the game.
On the other hand it is also the only aura that actually does damage directly so I understand why it is hard to balance.
But still the damage is so low AND slow that I'd rather get extra stats like the other auras do. -
I've seen this happen in other dungeons aswell, it's extremely rare though.
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Earth Protection
in Shaman
Posted
The skill increases your defense by a percentage so if you have very low defense it will do little to nothing.
Only after you start getting 2000 or 3000 defense will you start to notice it making a difference.
For example as the formula for damage reduction is Flat Value * 100 / (Flat Value + 6500)
If you have (for example) 500 defense which seems normal at low level you'd have roughly 7% damage reduction.
Earth protection boosts it by 30% to 650 and this increases total damage reduction by only 2% to 9%.
Lvl 10 mobs that do for example 40 damage do not deal enough damage for you to notice this difference.
Now take a lvl 20 tank class with 3000 defense that gives him a damage reduction of 31%
Earth protection would boost this to 3900 and 37% damage reduction.
Level 20 monsters can do 200 damage so in this case its 12 less damage taken.
Same for a lvl 32 tank with 8000 defense (55%), would be boosted to 10400 (61%)
Lvl32 mobs can do 1000 damage or more, 60 less damage taken due to earth protection.