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Messages - Dolmir

Pages: [1] 2 3 ... 6
1
This Piece Needs Some Love / Re: Encrusted Chain Suit
« on: April 16, 2019, 09:45:01 am »
It turns out that Improved Dodge II effect does not work by adjusting the skill rating for Dodge, but rather increases your chance to dodge by 20% plus or minus a percentage point depending on rounding. I would be surprised if it is not working.

2
Druids / Re: Make Druids Great again
« on: April 15, 2019, 07:02:18 pm »
The relationship between AC, ATK, and actual damage is very complicated and I think it would be unwise to try to balance an ATK debuff. The marginal value of each point of ATK is subject to the defenders AC and other factors and the whole formula is very difficult to model. In addition, at all ranges the actual damage done is highly variable, so any experiments regarding efficacy of ATK debuff need to be fairly lengthy. Players would have to go to pretty great lengths to quantify the value of the spell. This is why I suggest that the idea be implemented not as an ATK debuff. I didn't mean to give the impression that I disagreed with the idea entirely.

3
Druids / Re: Make Druids Great again
« on: April 12, 2019, 12:38:59 pm »
I like the idea to give Druids something to help out their viability in groups and raids. For technical reasons I don't think it would be implemented by an ATK reduction.

In general, we are cautious about adding new things because of the problems with nerfing them later down the line if they end up being too strong. We will definitely keep this suggestion in mind when considering changes to the Druid class.

4
Enchanters / Re: Enchanter overview
« on: March 26, 2019, 02:04:59 pm »
1-2 combat rounds is roughly 6 seconds.

This statement is not very precise but here is my interpretation:

In any six-second period during which a mob attacks uninterrupted, it should be able to perform either one or two combat rounds.

I don't believe this is an accurate description of the base attack rate of any mobs I have ever hunted for experience on this server. Even if it were true, it would be hard to imagine that the ability to charm mobs that attack at this rate makes them competitive with other classes.

5
Class AAs / Necromancer AA - Dragon of Darkness
« on: March 25, 2019, 08:02:41 pm »
The pet summoned by this ability can enrage at low health.

6
Enchanters / Re: Enchanter overview
« on: March 25, 2019, 06:26:18 pm »
I don't know that I would agree that the Color line of spells is critical to the viability of Enchanter as a class. I believe that the team are aware of a number of issues affecting the viability of Enchanters and that they are looking for solutions. At some point the class may get some help and at that time I would not necessarily expect the class to shine in the usual way, so I encourage you to keep an open mind towards tools that help the class in general but are not exactly the same as those that have been removed.

7
Bugs: Spells / Re: Color Flux not working
« on: March 25, 2019, 03:47:39 pm »
I am certain that I have had charm break early on my Necromancer.

8
Bugs: Spells / Re: Color Flux not working
« on: March 24, 2019, 09:27:16 pm »
My best guess is that the team decided to completely remove the possibility of aoe groups for balance and/or server load reasons.

9
Clerics / Re: Cleric slow
« on: March 24, 2019, 12:40:35 pm »
I think I got the necro slows either in Sol Ro or the Froglok refugee camp in Rathe Mountains.

10
Bugs: Spells / Re: Color Flux not working
« on: March 24, 2019, 11:11:04 am »
This is intended: they should have a debuff effect and no stun.

11
Bugs: Spells / Undead Slows Possibly Escaped Nerfs
« on: March 12, 2019, 04:43:59 pm »
The top undead-only slow will overwrite Turgur's Insects, indicating that it is a stronger slow than the top Shaman generic slow. It is not clear to me that this is unintended but I suspect that the undead slows were simply overlooked when slows got nerfed.

12
Player Feedback / Re: The Seething Wall
« on: March 12, 2019, 01:11:50 am »
I'm definitely in favor of having some areas that are somewhat more difficult for players. I think it's easier to get people to play in those areas if the commitment is naturally limited. For rare spawn camps there's no natural limitation, but for something like the a taka chest run you know you will run out of chests eventually. I'd prefer to see most of the content that demands high-level play and group coordination follow the latter model.

13
Player Feedback / The Seething Wall
« on: March 11, 2019, 04:17:43 pm »
This area has a bunch of features will repel adventurers:

High aggro/assist radius
High density of wandering monsters
High combats stats relative to level
Mesmerize immunity
Mobs walking through walls

This makes it one of the few areas that really call for a group that functions fully in all areas: healer, slower, tank(s), puller, crowd control, and DPS. I think it is good to have such an area, and this by itself could be a good boost for Bards and Enchanters in particular. However, early information on the area indicates that this is a standard "rare spawn" hunting area rather than a taka- or pits-style dungeon crawl to a guaranteed target. As a "grind" area it is a hard sell to players to spend a lot of time in an area that demands a high level of play and an optimized group. I think that engagement with the area would be higher if it were changed so that the respawn time was more forgiving to groups that stumble while attempting to reach its deeper areas. A lower respawn time would of course make it take even longer to experience the rare spawns in the zone so I suggest that the loot mobs be moved to static spawns with even longer respawn timer.

14
Wizards / Re: Wizard Teleportation I (Rathe) - need help
« on: March 09, 2019, 11:22:31 pm »
A few of us got a Cryptic page as a ground spawn near the obelisk where the Fragments spawn (we were trying to get fragments)

15
Player Feedback / Opinon: Thumbs up to recent nerfs
« on: March 09, 2019, 08:58:12 pm »
I'd like to say that I think the changes to Slow and NPC attack value have noticeably increased the value of physical damage mitigation stats and abilities. I think this is a big positive change for players who feel that their tank characters are under-performing.

I also think the recent changes to Aviakian armor have opened up room for other drops to shine, particularly with upgraded focus effects.

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