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Showing content with the highest reputation on 05/07/2020 in all areas

  1. Information Hey everyone, just a small patch to update some things while we're still working on the next major content. I hope to bring you some previews by next week 😜. Just as a further noticed incase anyone missed it, there seems to be some players experiancing graphical issues in regards to some items in game, please check this post out if you are effected by any graphical issues: Changes Updated the effect of the gem "Leg Gem: Runner" Original: Your attacks and casts have a 1% chance to increase Move SPD +1% for 5 seconds, stacks 20 times.Your New: Your attacks will increase Move SPD +1% for 3 seconds, stacks 20 times. Increased the dungeon entrance count to 5 for the following dungeons: Kahlo Tower <Dimension Trial> Graylin <Dimension Trial> Meteor Crater <Dimension Trial> Rheutear Temple <Dimension Trial> Trial: Camodor Chastelands Trial: Dark Tide Cave Trial: Vingot Lab Trial: Devastation Dimension Updated the following quests to require less materials: L106. Melting Troubles IV L106. Icy Worries III L106. Taking Action III L109. Illness III L109. Illness IV L109. Strange Happenings I L109. Strange Happenings II L109. Finding A Cure III L112. The Blight Bringers III L112. The Blight Bringers IV L106. Frostmorn History I L106. Something Odd II L109. Grumond History I L109. Something Strange I L112. Fallmyst History I L112. Something Sinister I Bug Fixes The following equipment debuffs will now appear on the debuff bar: Dug's Shovel Draconem's Dragonkin Soul Draconem's Bonetooth Blade Zarloe's Blight Soul Wisvyras Impure Jewel Machors Broken Horn Draglings Dismembered Tailbone Text Fixes Updated the description of Adjudicator Skill "Dragon Strike" for clarity. Fixed the description of item "Formula: Thunder Dragon's Blood". Thank you all and have a nice day!
    7 points
  2. Information Hey everyone, just a small update for you guys with some fixes, some tweaks and some new additions. I know a lot of you seem to be asking when is the weapon percent system going to be added and I can tell you its in progress! There is no ETA of when this will arrive but just know it's being worked on. There is some other things being worked on for Classic Eden Eternal also. I cannot give much information on it yet but for the moment I will be prioritizing the percent system over it. Hope you are all enjoying it so far and I might have some polls coming next week for some community feedback on certain matters. More information on that later. Just as a further noticed incase anyone missed it, there seems to be some players experiancing graphical issues in regards to some items in game, please check this post out if you are effected by any graphical issues: Updates We've added some new items to our Item Mall. We've added level 30 / 45 / 60 gathering tools to the Item Mall. We've fixed the Bank Slot Rental to a tradable version in the Item Mall. We've moved the Shattergem (NT) to the Gear Group in the Loyalty Shop. We've implemented all the custom dyes to the Item Mall that where added to the Awaken Server here too! Here is a preview thread made by @Herakles: We've updated the Archive to contain more items that Aeria has blessed us with hiding as well as added all the Alpha's from the previous event too! Note: We've also fixed some errors with the archive regarding the "Other Items" section. We've updated both the "Extreme Rock" and "Infinity Rock" guitars to active on attacks and casts. Bug Fixes Fixed the Movement Speed of the "Razorsteel Leaf" mount. Text Fixes Fixed the Bard Class Talent "Pop Style" to list the correct skill. Fixed the description text of Support Skill "Prevention". Fixed the buff text of Human Support Skill "Snub". Fixed the buff text of Zumi Magic DPS Skill "Perfect Disguise". Fixed the effect text of "Jala's Execution Decree". Fixed the effect text of "Robin's Control Rm Key". Fixed the effect text and the buff text of "Ulicul's Love Charm". Fixed some of the dye names that didn't match their counterpart. Thats all for this week, I hope you all are enjoying EE Classic!
    3 points
  3. Thank god, there are other players thinking that the MDPS Engineer desperately needs a rework. Back in the days, when i played Normal Class TW actively on the awakened server, i really tried making a MPDS Engineer viable... it failed miserably... barely dealing half as much dmg as an equally well equipped mage even with the double dmg from Iron Super Man buff. I agree with some of your opinions, but i have to correct something you wrote there; The multi dmg from having oilbomb on the enemy is not a triple hit. It is a double Hit with ~130% dmg as you can see here: (And yes, the oilbomb setup does NOT increase the base dmg. It only adds the doublehit effect) it might be actually an idea to make this skill a triplehit instead of a 130% doublehit. To make the oilbomb setup worth it. otherwise instead of oilbomb with low dmg because you were going for mdps, you're probably better off with just spamming your mdps skills. Now to the ideas to make this build at least somewhat viable: Yes. the Buff is absolute necessary to deal at least a little bit of damage. Without it, the damage is just laughable. Either increase the active timespan or decrease the cooldown. (Even with the Glyph the downtime is too big, just as naru said) Haven't thought about this one, its a good idea. (Can we do the same with the mdps skill from hunter?) Some ideas i'd like to add: 1. Add an Matk bonus to the armor could be similar to the Mecha on Awakened Server. The one thing the MDPS Engi is lacking is some actual MATK. And since Guns have so low matk, its hard to deal some juicy damage numbers. The base Damage from the skills simply does not compensate the lack of matk (ofc you can use Matk Proc trophies, tho i still feel its too weak even with, and you'd basically be reliant on the Buff AND Trophyprocs to deal damage) 2. Make the Mdps skills instacast (or at least Black Explosives) instead of boosting the damage of the engineer, give it more mobility by removing the cast time on the skills. Tho i fear that this would make the engineer too strong in combination with any of the other ideas. it would just be Mecha Ares2.0 in Classic, and we don't want that... please note that adding all of the ideas would make the class too broken - i just wanted to state some ideas to make the engineer with this unique skillset a valid option to build for. Overall i'd really love to some actually use in this unique class that could be played as dps, mdps or even hybrid. Not solely for running...
    3 points
  4. I'd say best would be to make Heartflames "endless" but keep Safety Stones as they are. About stones -> what Jordan said About Heartflames -> to be honest, either make them to be 1 cap ahead(so right now give lv65 and in 65 cap give 70) so people can actually decide to keep or sell them. Let's be real, everyone hardcore enough to go for Rank #1 won't need the current heartflame anymore, really.
    1 point
  5. Oof, there's a lot of things i want to point out now after reading all that. This is a suggestions Thread can we handle it like that? Okay so first of all, lots of players are probably denying changes as it is not "classic", however, if you look up the actual meaning of "Classic" - judged over a period of time to be of the highest quality and outstanding of its kind.https://www.lexico.com/en/definition/classic So it does NOT mean "old" or "what it used to be" at all. Just as Tuti said, there are things on eden that could be improved (like the upcoming Weapon%System) to make the game the best as it can be. I personally welcome any changes that make this game even better, even if it is not the same than what i played 7 years ago. Now to some statements made here; Yes, it is hard to gear an mdps and make it work - i tried it on normal class TW on awa server, and a friend of mine tried to build it now in the lvl 60 cap. You need to get high Cast dps, Mcritdmg, mcritr and Matk. If you are going all out to build a mdps engi then you'd have to build it only for the engineer. It needs a set for its own, a weapon with certain fortifications which are a waste for a pdps Engi (talking about mcritd, mcritr, etc.) and certain points in the skilltree to somehow make it work. If you do all of that, then you could expect it to be useful. And that's the problem. Even if you get everything perfectly done, it still gets outshined by any halfway-decently equipped Mage. Putting the effort into it is just not worth it, killing the variety everyone praises here... Nobody here ever said that the shaman doesn't need a buff? This Thread was made for the Engineer to gather some suggestions. So of course there are just suggestions for this one. I personally don't play heal, but i'd like to make the mdps engi work, which is why i'm posting here... It's not comparable to the Bulwark from Mecha as the mdps Engi has by far not the inital dmg output from the mecha. much much less Matk, no Glyph that further increases the Matk and you also don't have rockets flying around you dealing free damage for doing basically nothing. (meaning the Mp-drain skill here) I tested this class on Normal class TW with a 120% Gun, lvl 75 Mcritd Set and full Temple Knight Accessories. If i remember correctly, then i did like 23-27k Dmg (WITH Super iron Man Buff active) onto the enemy, compared to a 35-40k Snowstorm from an equally well equipped mage. (and you can be sure that the enemie preferred to build Ice Resist rather than Fire...) But... the same thing has been done with the Samurai and Bard AOE after some people were requesting it. So why is it such a problem now? Combined with: So does it matter now or not? Maybe i misunderstood what you we're saying here. idk how to feel about this. I'd love to say the same, but seeing that every good Party in TW always consists of 4 mages/DPS Clerics, 2-3 Heal Clerics, 1 bard and 1 Debuffer/CCer like Illu, MA or Hunter etc. So clearly there are some classes that are much better than others in pvp. But the Mdps engineer is neither good in pvp nor Pve i feel. you can't really run with it as you have to stay in place to cast your skills so you can't really run with it unless you have reaaally high evasion and cast spd stats. (not saying its impossible- as one can see in the video from naru). Regarding PvP - you've said yourself that it is ineffecient and like i said, it's nowhere near to be comparable to other overused classes in Pvp. So after all this; i want to make it short. I think that a little Matk boost and a cooldown reduce of like 20sec on SuperIronMan would be enough to make a mdps engineer somewhat useable. I never said that engineer is a bad class. it definitely has its uses as a low-requirement early and late game runner, as well as some good single target dmg skills as PDPS - The reason i posted this, is that i want the MDPS skills to have the right to exist as they are completely underused due to the problems stated here. It's just a gimmick rather than an actual playstyle,and so i think this could need an improvement.
    1 point
  6. Not going to bother responding to this post anymore tbh unless you actually read what I said and take the time to understand it and formulate a response. I mean you just proved the exact point I mentioned. Not going to sit here and argue with someone who's not even listening as I'm just talking to a brick wall at this point. If you want your post to get respect and good responses then actually read what I have to say. Thanks. Off topic slight but I'd honestly say Shaman doesn't even need the passive. Its mainy problem is the lack of a PW if I'm being honest. Not saying its the only issue but I think thats the main one.
    1 point
  7. i think those new debuffs on major mechs are big mistake, it makes mass pvp more bad when peoples able spam 2-3sec cooldown resist debuff skills on major mechs, not sure why did you guys decided put them on lowest cd skills on mech, all these new debuffs that major mechs got just unbalance game more and make changes that you done for classes more meaningless, these new major mechs were huge turn off for me when i did see their skills, one reason why i do not even bother log on game these days anymore.
    1 point
  8. Because at level 60 a full geared and good luminary can one shot a party easily. Luminary isn't even balanced at 75 cap. You also seemed to be blind sided again that everything is useless just because you don't know how to play it. Bard wouldn't be spamming earth shock really would it? What about Halfkin bards and the Vocal Bombing with Glyph? Realistically Luminary would struggle with a MDMG set as you'd have to invest too much in cast speed procs. Not to mention its a Classic Server...
    1 point
  9. Hi, I agree, on the main server the color name from people in our side are grey, the ennemies are red and our party is blue, so it's easier to differentiate our mate. Here we see all people from our side in blue and it's "hard" to see our party when we don't have habit. The only difference between people in the group and those outside is the HP bar. PS: sorry for my english ! :c
    1 point
  10. We won't be adding the Mystery Box System to Classic. We might in the future add boxes to the Item Mall, this is ultimately up to Jordan though.
    1 point
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