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Jordan

VGN GM
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Everything posted by Jordan

  1. STATUS: ONLINE The server is now coming back online. You may now log into the game again! Altars have been updated as well as the in-game mystery boxes. These mystery boxes are located in the Item Mall on the "Limited" tab. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log onto the servers. During this downtime, the Mystery Boxes, Crystal Altar and Gem Altar will be changed. Thank you for your patience while we complete our weekly fixes.
  2. Sage was the main one when people wanted to just sprint boss to boss since its aoe also so you just have 1 person on sage and they run all the way with the party to say the boss area and just stand somewhere safe and invis to people can just run to them and become invisible. It was very common especially with DD when people wanted to kill the bosses they would run to the gaps and sage invis the party. I know Smoke Bombs where more convient and I likely will make some of the suggested changes when I get a chance to. But it just kinda anoys me that people act like its impossible now rather than looking for other solutions to the problem. I also don't make monsters in the dungeon for fun, so it's not really something that is necessary either to just run boss to boss smoke bombing since they're not exactly hard to kill.
  3. Just going to point out that there was a time before smoke bombs existed and we could still change classes before bosses and such 🙂
  4. Because of the rotating bosses it wasn't really effective to a daily quest. So the whole Battle Token reward from the last bosses of each dungeon was the replacement for the daily quest. This serves the same purpose and same rewards that we would have done if we had of included a daily quest therefore there is no reason to add one in future.
  5. Jordan

    Patch v116

    Anniversary Event 🎂 Happy Eight Year Anniversary to Eden Eternal Vendetta! 🎂 The event will run from September 21st till October 12th. The Twin Stars Both Ruby Star Amaris and Sapphire Star Marisa will appear in Enchanted Marsh every 3 hours. The boss that appears will be random on each channel. Special Quests Similarly to previous events there is now several extra quests that can be obtain from the Event NPC's in Aven! These quests cover several pieces of Vendetta Exclusive content such as Abyss and Celestial Corridor. Giving extra rewards for a boost in progress in your characters development. The Flame / Ocean Elemental Stone's obtained from the Elemental Battlefield raid quest have been doubled for the duration of the event. This will be removed when the event ends. Event Exchange You will obtain Anniversary Token's from defeating the bosses and completing the special quests. You can exchange these token's with Master Croaker Marsh who can be found in Aven! Updates The Alpaca Ornament now gives some housing stats. Updated a bunch of in-game text to correct small and minor issues and inconsistencies. Removed the stronger status system message from Gal'Lunaburakku's Lunar Heart when the effect was on cooldown. Removed the stronger status system message from Off-Hand Gem: Libra on the wearer. Removed the stronger status system message from Off-Hand Gem: Aquarius on the wearer. Bug Fixes Fixed the Weakened Fishing Rod. Removed the weird monsters that would occasionally appear in Sakura Island. 🥳 Happy Birthday 🥳
  6. STATUS: ONLINE The server is now coming back online. You may now log into the game again! Altars have been updated as well as the in-game mystery boxes. These mystery boxes are located in the Item Mall on the "Limited" tab. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log onto the servers. During this downtime, the Mystery Boxes, Crystal Altar and Gem Altar will be changed. Thank you for your patience while we complete our weekly fixes.
  7. Status: ONLINE The server is now coming back online. You may now log into the game again! Mystery Box items have been updated with a newly rotated set. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log into the game. Mystery boxes will be unavailable during this time. The boxes will remain unavailable until Maintenance is over. The Mystery box changes will be posted on the forums after maintenance is complete. Thank you for your patience while we complete our weekly fixes.
  8. The single player dungeon tends to be the dungeon with the least amount of runs (Usually 0/2). While the multiplayer version tends to be the one that is 0/10.
  9. One suggestion I recieved in the past that might remedy this situation in regards to arena specifically. Was to have easy to obtain arena set versions of something like Abyss sets. I'm not sure how people feel about something like this but it was pitched to me a few months back when at the time I was focused on other tasks. There is no gear score system in the game so I'm not sure where that number comes from if it exists. As much as this would be a good system to implement it wouldn't really be worth the time and effort unless arena became active in the first place. I don't think its such a bad idea to have classes fill multiple roles. Aslong as there isn't like, this class is the only way to win kinda balancing issues I think people could still have fun having a small pool of say 10 classes atleast being S Tier while others being A and B Tier. Most games are like this now including MMORPG's where some classes are just favoured because they're stronger than others. To be honest I agree with a lot of what you say outside of the guild limit features. But to be honest this is what makes EE unique to other MMO's. The guild system is what most players are playing for and I've got to admit it was one of the things that kept me playing back in the day. Whenever I play other MMORPG I just tend to get bored of PvP after a while since its kinda souless matches. I don't wanna give up on things so easily and count them out as I do believe an active 3v3 is possible (as I mentioned above in classic there was a time where 3v3 was very active). So I believe with the right changes this can be achieved. But it needs community ideas to make it possible.
  10. I'm up for anything of the sort, to be honest I was only going based of someones suggestion anyway as a way to nerf them in PvP. If people are fine with them being gone in PvP I don't really mind this either. Also with the original smoke bomb it was basically 100% anyway since people would just spam click it till it worked (so I don't see how its changed in that regard). It's harder now because if it gets canceled by a DoT or a rogue aoe spell then your stuck till the cooldown. Making timing and position more important compared to before.
  11. Yeh but thats the point of this topic? What would give people a reason to queue arena and play. Right now balance isn't really an issue because as far as I'm aware the last time people wanted to try arena they where fine with the balance (Not saying improvements cannot be made). What we're looking for is what would encourage people to try it out and enjoy it. Last time we asked for feedback people requested a bigger map, we implemented it and nobody tried it since. So we're asking for reasons why people don't play it and what could be done to give people reason to play it. Balance is fine to bring up, but unless you've actually tried arena balance its unfair to rope it in with TW and such when they have different damage reduction values (something you have suggested for TW). It also has less players on each side, so less classes to CC chain and debuff without sacrificing DMG. So we're asking for ideas from the community and a blanket Too Much DMG is not feedback that is really of any use. Since you brought it up Temple Arena is designed for a similar match type as TW (although when the TW buff was last updated Temple Arena was missed so it has around 5% less dmg reduction in comparisson). You make a valid point about rewards but at the same time theres nothing paritcularly wrong with farming rewards aslong as its not done in an abusive fashion. A lot of people back at 65-75 cap would do a few arenas for the recommended event buff for gvg and/or the quests. So whats wrong with making that a fun experience. On classic we had a few months while it was active where arena had around 1000 wins on the ranking. It maybe be a different experience but you can't honeslty tell me people did 1000 games of arena in 30 days just to farm a ranking reward, that would be a ridiculous remark. We're asking simply what would motivate people to play, what would make the experience fun whether it be casual or competative. Since having a couple matches every day or so where people can have fun is better than what we have now right?
  12. Damage reduction is much higher in 3v3 arena and the HP is also significantly higher. Along with percentage healing being reduced so I feel like this answer has nothing to do with arena at all. The issue the post is trying to address is the fact that people aren't even trying the arena in the first place. Balancing plays almost zero weight at this stage of the process as if people where actually motivated to play arena then they would, once activity begins then there would be complaints about balance issues. So please refrain from blanket game gripes as we are trying our best to keep the game balanced to begin with. Not to mention that these 5 support classes are mostly to provide CC and damage boosts not just stacking -DMG. But again an discussion for another topic...
  13. I will not give a yes or no answer as whether I plan to do this or not, things could easily change at any point. However, what I will confirm since someone has asked this privately. As of now and the foreseeable future Awaken gear will use the same system as 125 Weapons where anything you do to the pre-awaken version can be transfered to the awaken version. So if these gears become awakens, anything you do to the current release will be transfered up to the awaken (gems/forts/gearexp)
  14. If we wanted CC gems to be traded we would have made them tradable. This was technically speaking a bug/oversight which is why we fixed it. There is suppose to be a level of prestige for completing CC and not just be able to get the gems without touching the dungeon. We left other gems as although i'd rather not have them being traded its not as big of a deal either. Although I was tempted to.
  15. Armor doesn't always have to be an upgrade. There is countless content releases in the patch where the latest armor is not better than the previous sets (just off the top of my head Awaken 95 where much better than gold 100's). Abyss 115 Armor all things considered is of Awakened Caliber and should be viewed as such. Also just do the math on some of them (I used the example of Heavy Gold Healing set to someone the other day). You lose 5% cast speed, 5% M-CRIT DMG and 2% Skill Healing. You get way more of the other stats from the stat bonus, fortification increases and higher level gems. This more than makes up for any of the losses. Yes you can't really match things like DMG Dealt and DMG Taken but I move back to point one, you are comparing a gold armor set to an awakened armor set and in most cases the awaken armor usually is better than the set tier above anyway. So please keep that in mind when it comes to feedback. The dungeon allows for 10 players but the HP and such was designed for around 6 - 7 players. We did this to try and be more inclusive of the community so inviting people who maybe aren't really geared enough or aren't strong enough to have a huge impact isn't a waste of a party slot. This is probably the single most biggest in the game right now for new players who don't join Garden or Stardust. I have spent time talking with people who have just started or returned to the game and saw there struggles to get anything done. So atleast in this dungeon it won't hurt you to fill out your party with a couple of randoms who just want to play the game. This content is designed to last and because of how the rates are designed you cant often get high drop values compared to the older tower-esk dungeons. Based on me spending several hours testing and tweaking each gem should 2 days of runs if you are on average luck, but from my testing youb will get a lot of high drops through out that. I think 2 days for a high powered gem is perfectly acceptable. However, if you disagree then theres not really anything wrong sticking with the DF/4T gems as I tried hard to make these new gems good but not outright replacements, so theres nothing wrong sticking with older stuff if you find it this way. As I say with most feedback I am greatful, but i think more complain oriented feedback should be held for atleast a week or two as of the time you wrote this post the patch was only live for around 36 hours. So it's hardly tried and tested especially since you mentioned rates and only ran the dungeon for one days worth.
  16. STATUS: ONLINE The server is now coming back online. You may now log into the game again! Altars have been updated as well as the in-game mystery boxes. These mystery boxes are located in the Item Mall on the "Limited" tab. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log onto the servers. During this downtime, the Mystery Boxes, Crystal Altar and Gem Altar will be changed. Thank you for your patience while we complete our weekly fixes.
  17. Jordan

    Patch V115

    Viridian Gorge Available for level 125 players and above, Viridian Gorge is the latest content addition to the game! Head over to Death Mountains to enter! Viridian Gorge brings new gems for both weapons and armors. There is also two rings per boss which have combination effects for all class types! You can also obtain Awaken Weapon EXP from this content! Viridian Gorge can be run twice a day and is designed to be run in a raid party! Armor 125 New armors have been added to the Abyss content! The orange version of these armors are crafted via Guild Town NPC's and can be upgraded using items obtained through the Abyss. When upgrading the orange armor to gold you will keep any fortifications, enchants, gems and gear upgrades. Similar to the level 115 armor there is several different versions of armor to cover different styles of gameplay. However, there has been a new type of armor added which covers Heavy Armor Magic Damage classes. Human Racial Improvements Its no secret that Human's have it rough when it comes to racial crafting and as more expansions come out the system gets harder and harder. Not to mention that the availability of Tower Gems and other gems of this nature are directly tied to this system requiring around 32 characters at the current moment to cover Sky Tower, Dreadlore Lab, 4 Trials of the Dimension and Daylight Forest. Although we where quite limited on what we can do with this system we decided to make some changes to help make the experience a little less jarring for players who are invested in the Human Racial ecosystem. Stat gems of each type has been broken into 3 categories. The first category is level 1 gems to level 4 gems, the second category is level 5 gems to level 8 gems and the third category is for level 9 gems and above. This should give each Human more coverage requiring less alts and also should make a significant difference on the gem rolling stage. We asked for feedback during the work on this system from some of the more prominent Human racial crafters in the server right now. They expressed how important it was to not lose any progress to their racial crafting. So we made sure that any already learned gems and any in-progress gem learning data has not been lost. We hope this change makes life easier for the Humans of the server! Holy Blade Update We have made some big adjustments to the Holy Blade class. Although this class is currently the meta when looking at the skills and effects we found that the only reason this class was meta was because it was simply overloaded with DMG Dealt stats and DMG Taken stats. We felt like the best course of action was to make some improvements across the board revamping the cohesion between the skills, improving the skills in areas that required improving and nerfing the areas that required nerfing. We tried to avoid completely changing the class like in previous reworks but we have shuffled some stuff around so make sure to read all the spells before taking the new version for a spin. We hope to have made significant improvements for the class to still function in the current meta game while fixing the issues that make it too strong at the current moment for the wrong reasons. We also took the liberty to revamp all the spell effects so that they actually make visual sense (similarly like we did with the Lethal Arrow class rework earlier this year). Here is a list of the skills for the Holy Blade class: Class Balancing We have made some smaller adjustments to other classes! Here is a list of the changes made this patch: Defense Stat Adjustments We have made several adjustments to the defense stat and how it functions to make the game more balance and fair with the current state of the game. The first change we made was to increase the amount of defense points required to gain a higher physical damage reduction. We made this change as most classes regardless of armor type could cap defense without a shield equipped or any sort of defense specifications like certificates or class talents. We will keep an eye on the state of the game to see if further adjustments are needed. The second change we made was to give more damage reduction based on the type of armor the class is using. We achieved this by raising the cap of defense based on the type of armor you are using. Heavy Armor users will now be able to reach 65% Physical DMG Reduction, Light Armor users will now be able to reach 60% Physical DMG Reduction and Cloth Armor users will remain capped at 55% Physical DMG Reduction. We feel like this is a much better system but will be monitoring the situation to see if further adjustments are needed. Note: Non-Player entities such as monsters, bosses and pets are treated as if they are wearing Heavy Armor and will cap at 65% Physical DMG Reduction. The final change we made in line with the first change is that we rebalanced the defense stat across the following pieces of content: Elemental Raid Improvements Improvements to Avner's Reset range, this should prevent the boss reseting when players are killing the crystals. Several adjustments to the map elements to prevent spells such as Area of Effect Cure from effecting them. This should reduce lag when using classes such as Holy Sage aswell as preventing and extending the duration on things like Zark's Lava Geysers. Reduced the amount of Elemental True Resistance on the boss map wide buff Elemental Beast from 20 pts to 5 pts. Celestial Corridor Adjustments The amount of Elemental True Resistance on the boss wide buff Zodiac Spirit from has been reduced from 30 pts to 10 pts. You can no longer place Celestial Corridor weapon gems into an unbound weapon. Evaluation Dungeon Improvements Logic improvements to fix the issue where on rare occasions where the reward selection UI would not appear. Improvements to the Reward Selection UI to include the quantity of items on the selected rewards. Archive Updates There have been some minor improvements to the archive. The Head Costume section has been split into multiple sections (Head, Face and Special). Duplicate costume have been removed and all costumes have been reordered so that White, Alpha, Prime and Legendaries are together. Costumes that where missing a legendary version have also been created / added to the archive. Item locations have also been improved / added across all sections of the archive to improve information on where to obtain the item, this includes costumes specifying if they are Mystery Box or Altar costumes. Massive thanks to @MrDoudou who did 95% of this work on his own. Item Adjustments Smoke bomb's have been reworked to now work 100% of the time. However, they now have a 10 second cooldown between uses. Engineer Potion can no longer be used in maps where PvP restrictions apply. Vendetta Training Armor Updates Updated the set bonus to include PVE DMG Dealt +8%, PVE Cast Speed +20%, ACC & EVA +20% and P-CRIT Rate & M-CRIT Rate +20%. Fixed an issue where the defence value was not represented as if the armor was fortified to +10. Fixed a bug where Light & Cloth armor sets would not have increased stats at level 76, 77, 78 and 79. Misc. Changes Added Accursed versions of Haven of Oblivion Weapons available via the Demon Stone Exchange. Note: Accursed weapons cannot be improved with or be transformed into weapon drivers. Note: Accursed weapons have the P-ATK & M-ATK of a 110% version of the weapon. Updated the WIS value on the Holy Knight's Blade & Life Melody Guitar to 512 pts from 385 pts. We have adjusted the Daylight Forest Weapon gems to be the correct value for the level: Bug Fixes Fixed a weird glow effect on the following pets: Fixed stats across the Level 115 Abyss Armor Sets. Fixed a visual issue with the Pumpkin Head costumes. Have a nice day!
  18. Status: ONLINE The server is now coming back online. You may now log into the game again! Mystery Box items have been updated with a newly rotated set. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log into the game. Mystery boxes will be unavailable during this time. The boxes will remain unavailable until Maintenance is over. The Mystery box changes will be posted on the forums after maintenance is complete. Thank you for your patience while we complete our weekly fixes.
  19. I'm still not 100% sure on what your asking but. From testing the only odd thing I found about the Axe of Oblivion was that if the target has 15 stacks you stop receiving the buff on the person. I found no interaction between either of the two 2H Gems.
  20. This would be too much work to implement for every single map especially since most maps when doing the main story quests will give you around 50% or more of the fame required to complete the map fame. Also most of these items are usless outside of the very small handful of items so I do not think this is a necessary change.
  21. I have confirmed that you guys have missed the rewards and I am looking into the issue as this has been a long standing issue but it has always been very unlikely caused issue as it happens only every now and then. I have looked into the issue and noticed some logic flaws with how it currently works and looking to a fix.
  22. What time and channel was the dungeon completed on I can try checking the logs.
  23. Make sure you are using it in the 0/10 version of the dungeon not the 0/2 version.
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