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Jordan

VGN GM
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Everything posted by Jordan

  1. Without any information of how to reproduce it theres preatty much no chance at that. It's like telling me to look at over a million lines of code and picking out which line is the bad egg. If I can reproduce the issue then it's easier to narrow it down but without being able to reproduce it theres just simply no way I can find out which.
  2. You do not need to @ me I'm aware of the request. It's not high on my priority list as of the moment.
  3. Because of the nature of how this game is setup the PvP is seporated into its own server. Because of this is not actually possible to login on this server which is the reason why you cannot relog in arena and TW/GVG. I'm not sure why it was designed this way but from what I know its completely blocked off and not available for login. Sadly this is not something I think is easily changed and might have good reason behind this design. The trial thing is very recent and only added within the last few patches this game had, so it's not even like we can upgrade that system for this purpose as that too was just "tacked on".
  4. The game doesn't natively support anything higher than x999. I've in the past added some minor support for something that really needed it on Awaken to 9999 but it's very limited support and would require extra work to make it fully integrated. It's a lot of work to be done to increase it but it's not really impossible.
  5. The only rates that change are the bottom couple rows (Anything before costumes) and its maybe one or two items made harder or easier depending on what the item it. Example the White mounts are usually made a little harder since you only have to land on it once and allows people who have it or want other items to not land on it too much. If you're talking about the Blue and Gold EC's specfically then they're always the same rates. Primes always have the same rate (Only time this changed was when I had the 4 prime altar, the rate of the primes where the same but I had to buff another item on the row's rate to make up for the extra rates the Lucky Safety Stone slot has over the prime). Stones always have the same rate. Mounts always have the same rate. Blue/Gold EC's always have the same rate. Top Row Alpha had its rate nerfed slightly at the end of beta but hasn't changed since. Gathering Tools always have the same rate. Dye's always had the same rate (They got mixed up abit 2 weeks ago for 1 set of altars, but they've since been fixed to what they where originally). Alpha's usually have the same rate but there was 1 altar I changed it, I cannot remember which altar and why (Might have had a nicer than normal costume or something but I can vaguely remember 1 altar being tweaked). As CRO said I'm always upfront and if you ever wonder if the rates have been changed I won't shy away and hide from you. However, I can assure you the Gold/Blue EC rate hasn't changed.
  6. My goodness you're dumb and just looking for a fight lol. People suggested I revereted a class to its original form because it was better like that. I followed their suggestion because it is better than it is now and it's part of classic. You are suggest I follow the path I went with Awaken and rework classes or atleast part of a class. This is an entirely different arguement. The whole purpose of the discussion is why I said "Making it a place AoE likely doesn't change anything". The person simply asked why I bothered changing the other classes so I specifically stated why I did change them and why it doesn't effect Engineer but effects those 2 classes. This has nothing to do with reworks and if you reply with this hostile nonsene more I will simply just ignore the replys regardless if you're asking for my response or not. You're wasting my time dealing with your nonsense. Take a note from Skyrith. They listen, they try to understand what I'm saying, they make counter points or question my thoughts. They give information. You do not have to agree with me but shouting and throwing a tantrum everytime someone negates your ideas is just silly and a waste of everyones time.
  7. Well this is what I was trying to explain in my original post. You'd need to basically make this skill into something really minor and then buff the core skills to match the damage of other classes. That way the damage is more consistant like Mages Snow Storm is or Clerics Holy Smite is. Then you can add things like timed M-ATK buffs or timed cast speed buffs or maybe a damage reduction buff to make it a smaller damage but tankier kinda mage. You basically need to remove the reliance on the buff entirely and then make the class function with out it before figuring out what to do with the Super Iron Man. It's one of the problems Dragon Knight has too. Because it's skill combinations are all tied to its buffs when the buff is on cooldown you're basically a potato for the next 60 seconds or so. Playing it in a Hybrid manner can negate the problem slightly but not entirely. But I hope you understand what I mean.
  8. Shaman was all but an example of something that if we where to say screw it and start reworking things it would be of a higher priority than Engineer is. Pretty much all classes have a way to make them work but there is some like Shaman that are very low tier and even though you can make them work its like, why play healing Shaman when Cleric can do pretty much everything else better. I'm someone whos of the opinion that there isn't really anything needing to be done because everything has its place. Doesn't mean I cannot listen and discuss with other players about the possibillity. I think you missed a lot of what I said / meant judging by the response. The statment regarding Bulwalk didn't have anything to do with missles and all that mumbo jumbo. What makes Mecha Ares strong is Bulwalk as its a permenant double damage buff. Just like Super Iron Man does. You'd literally be making it strong for the exact same reason Mecha Ares is strong and that is 80~90% down to just having permenant double damage AoE's. This is not a way to balance a class because at the classes core it is still weak and relies on a single buff, which forces people's hand to run buff removal trophies just like it does on the Awaken Server. This point I wanted to specifically highlight as you're comparing Apples to Oranges here. Samurai is the easist flaw to this statement because its a straight line skill shot and no an AoE skill. When the skill is lock-on target to the enemy, you have to factor in travel time. When the skill is traveling to the target the target can side step and evade the skill without an sort of counter-measure for the Samurai to perform. This makes it really hard to hit targets that are constantly moving and makes the Samurai almost unplayable in PvP. With the place AoE however you can use it to predict where the target will move too and fire the skill shot at the direction they're running towards rather than the location they're moving from. This is a massive difference and any Samura player would agree with me unless you're talking about boss hunting, then bosses are much easier without having to aim as they do not move. As for Bard again Apples to Oranges. People didn't care as much for the place AoE as they cared for the instant cast. The place AoE just came with it although I could have happily left it a target AoE and people would still be just as happy with the Instant cast being back. If you're having doubts about the points I made please refer to the original suggestion posts to understand what I'm talking about: https://forum.vendettagn.com/index.php?/topic/10523-bard-skill/ https://forum.vendettagn.com/index.php?/topic/10603-old-samurai-skills/ Again you missed what I meant by my post. I'm not saying that every class is balanced nore am I saying Engineer is a super powerful underrated class. What I'm simply saying with my statement is your approach to balancing is wrong. If we where to change the class, keeping it reliant on a buff so heavily will not do the class any justice because if the class does become popular then people start spamming trophys like Kenny and other Buff Removal gears. You need to fix what is broken at the core of the class. Low M-ATK? Boost the Skill M-ATK as it gets added together anyway. Just throwing durations and buffs at DMG increase buffs is the exact thing that went wrong with Awaken Classes. Put it this way... So say we do your changes we give it more M-ATK and reduce the cooldown of the skill. What happens at 70 Cap when the 70 Double DMG gun comes? What happens when the games M-ATK thresholds get bigger and bigger from the increases of gear? We end up with a situation where we have to rebalance it update by update. Just tacking buffs onto something doesn't always solve the problem and I've learn't that the hard way over many years of constant class balancing to the point where it makes my head want to expload everytime I hear the phrase "class balancing".
  9. Well the heartflame was going to be increased with every rank. So when 65 cap comes it will be upgraded to 65 etc. As for stones idk because if and when 70 cap would come, people who hoarded the stones would have a big advantage over people without them and if by mistake prime scrolls do accidently slip through somewhere it would give a lot of people the opportunity to quickly fort over. Granted this is reversable but idk its something to think about for sure.
  10. I do not see this suggestion on this thread so I'd like to know where this was suggested. I know alteast the Ruby Scorpian was released on Awaken as I had it when I played the game. You cannot expect me to be a mind reader. I needed the scorpian for an altar on classic so I made the scorpian. It has nothing to do with server activity so you can put that opinion where the sun don't shine. Both games got patches today and both games get equal attention from me. The only area the classic gets more of my attention is altar as unlike awaken I actually make the altar there. I do not have anything to do with the altar or boxes on the Awaken server. So I apologise if a suggestion was missed but to be quite honest I certainly haven't heard anything about this from what I can recall and if you have a problem then come to me first and question instead of trying to cause drama on the forums and make false claims that suddenly we're favouring one and not the other. I'd also like to state that the creator of this post isn't even part of the VGN team hence why most the suggestions have been neglected. She is infact still making content and recolours as we speak for future patches and also for altar/mystery boxes. But she is no longer staff there for no longer obligated to help in that regard. So not really sure what to make of your comments other than drama. If you have concerns I never push people away without atleast giving it some attention. If you had actually came to me any point in the week to notify me of the issue then it could have been put in with todays patch.
  11. This was changed a long time on the Aeria (US) version but most other versions didn't get this change. After merging with I believe the french server this got implemented back as an accident as the box still states it gives what ours give now but it actually gives what you're asking for. I'm not sure if this would be a good or bad change tbh so I'd need to think about it.
  12. 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.
  13. I'm just not sure why we need to rework an entire class on a Classic server. It's not like MDPS engineer is completely useless its just a lot harder to make it work in PvP and inefficient to do so. Doesn't mean its useless and doesn't mean every single class has to be PvP viable. I mean look at the awaken server, as stated "Demon Tamer" is useless. However, its one of the most noob friendly classes for PvE and is very useful in things like trials when you don't have good enough gear to deal good damage to bosses. Similar things can be said about Engineer. You have a class that can make easy work of most dungeons in the game simply by kiting the mob with healing gears. It also has it's use in PvP, granted its not MDPS but does that honestly matter. I think even if we where going to start reworking classes which we likely wouldn't. Why would we target a class like Engieer that already has good use in both PvE and PvP when theres classes like Shaman is practically unplayable in all sitations and the only arguement that could be made is it "can" heal more than a Cleric about about 20%. There is other classes in the same boat as this too that if you where to make a tier list are in the "Don't bother with these classes" tier vs engineer which is likely in the mid to top tiers in various aspects. ~~ As for the topic buffing super iron man is a bad idea, basically just saying lets make bulwalk from Awaken Engineer on classic. Making it a place AoE likely doesn't change anything, might benefit you and your playstyle but will equally hurt someone else and their placestyle as I always find that target AoE and place AoE doesn't really change anything and always just a matter of preference (Only benefit of place AoE is being able to hit people who are maybe invisible but you know where they are). Tiny M-ATK buff or a big M-ATK buff wouldn't matter to much. Unless you're giving a buff thats like 12~20k or more it won't make a difference realistically. You might kill an extra 2~3 people who may have survived on low HP but in the grand scheme of things nothing will change. Ditto this point for the M-ATK to the armor suggestion. Making the skills instant cast would be hell for PvE. You'd basically be making Engineer the only class worth doing anything on as realistically your pull times could be 15~30 seconds which is the majority of the cooldown and then the damage from the Super Iron Man would wipe them before it runs out. Making it just like Mecha Ares again... ~~ I've spent a lot of time balancing this game and although not everyone agrees with my choice I think I know balancing pretty well at this point to be able to tell you how to correctly balance it. Right now the Engineer is in a very good state if you build it right. You can PvP on it but it will fall into the same category as MDPS Mimic did. Yes its gated very much so by its Super Iron Man cooldown. A couple of ideas you could look at to tackle this would always result in the following condition. You'd always need to nerf/remove Super Iron Man in order to buff the other areas. Because the underlying problem is of how reliant it is on a single buff the class is. Then once you've done the above you can use various methods to increase the viabillity such as increasing the skill M-ATK values to offset the difference with a Gun vs a staff. Improve the multi hit from oil bomb or even just putting more skill damage to similar the damage Super Iron Man gave. There is no need to be throwing the kitchen sink at a class realistically. The above changes either don't make a difference or overpower it. You also have to factor in gear, like the Double Damage gun at level 70 and when people are running double -fire in the same party as someone running double - All Elemental. ~~ You mentioned my name and spoke of me like I did something stupid based on something that wasn't even relevant and just came across as mis-informative and naive. Hammers are in the game and has an Awaken version but the only class that can really use it is Sage so based on your logic we must rework Templar to use a hammer because thats the class that was suppose to use it! See what I mean? Think before you post, don't be throwing random information at a post to try and justify your ideas. Like look at your first post, it's informative and converys your point very well. It has good arguements and has your opinions and a well thought out manner. Then look at the post I replied to... It's passive-aggressive, you're throwing random and quite honestly pointless information and it can just be boiled down to he's raging about something again... I shoot hard because honestly you do this a lot. Sometimes you give good posts with good information and good points and sometimes you just post nonsense. I hope you read this carefully and understand what I'm trying to say. I don't have anything against you.
  14. Jordan

    Patch v64

    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!
  15. Jordan

    Patch v4

    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!
  16. 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...
  17. Hey everyone, recently there has been a large amount of graphical issues that have been popping up. We're still trying to gather information on this issue and trying to figure out what the root cause of this issue is but we believe it to be exclusive to Nvidia and something that was caused by one of their drivers. We do not have a permenant solution. However, a quick fix to the issue is to go to your clients installation folder (Usually "C:\Vendetta Gaming Network\Eden Eternal Vendetta") and located the folder called Temp. Simply while the game is closed delete this folder and then run the game and all the issues should be resolve. I cannot guarantee this will fix every single graphical issue the game may have nore can I promise this fix is permenant. However, it has proven to solve all cases so far and if we figure out a more stable solution I will post an update here and announce in game. This issue is on both Eden Eternal (Awaken) and Eden Eternal (Classic) and relates to any 3D model that contains what is known as a "Glow Mask". These include ALL important Aura Kingdom and Twin Saga content along with SOME Eden Eternal content. If anyone has any additional information on fixes please contact me via ticket. Thank you!
  18. If you have any other problems let us know 😁
  19. Jordan

    Magic blockade

    It doesn't have an immunity, I presume this is soley down to the glyph as the way this game works is you can only have 1 variable per buff and both procs based on debuffs (like the Magic Blockade Glyph) and the mundane work in the same way. I checked the old 65 cap files I have and the skills function is the same there. I guess because the cooldown is kinda long they just assumed they shouldn't need a cooldown. Which is true in most cases but not always the case.
  20. Maybe but I don't really think a Classic Server is the right place to be experimenting with class changes and trying to make content thats always been irrelevant relevant if you get me.
  21. I mean in classic server aslong as the Cleric has M-Crit Rate I think they can do this already without any bonuses added to the grimoire.
  22. There would be no situation where healing with a Grimoire would be a good idea. Even when healing on Shaman it's better to use a Mace over a Staff.
  23. When I looked into it, it seems like bosses have different drop rates and not items. However, trophys have a higher drop rate than weapons but only 1 of them can drop at a given moment. So you'd have to add all the weapon drops together to see the % chance of getting a weapon over a trophy.
  24. We are capable of adding a confirmation box yes.
  25. Idk its almost as if it only needs to drop once and your done for life and never have to hunt the trophy again for yourself. Just like when I had to kill 200+ Silins for a Drake Eye Ring on 2 different servers...
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