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Jordan

VGN GM
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Everything posted by Jordan

  1. 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.
  2. 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?
  3. 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...
  4. 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)
  5. 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.
  6. 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.
  7. 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.
  8. 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!
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  9. 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.
  10. 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.
  11. I'm not sure what you are asking.
  12. 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.
  13. What time and channel was the dungeon completed on I can try checking the logs.
  14. Make sure you are using it in the 0/10 version of the dungeon not the 0/2 version.
  15. The games just very old and to save headaches I try not to make huge modifications when possible. So being able to small things like just creating an item copying some stuff then deleting the old is much easier than having an item store data of what its supposes to look like and having every item having unique options.
  16. Holy Blade provides less damage in a single burst but more over time which is sort of the design of the class. GM was nerfed a long time ago and the only nerf that actually made the class unused was not a damage nerf but rather the nerf to how the stacking system worked. GM could quite easily do exactly what Holy Blade is doing now to be honest but people do not like how they can't just button mash and have infinite stacks. What makes the Holy Blade broken of the current state is a lot of the things you mentioned. High damage in multiple casts, the inability to be punished for missing skills and thats all packed in with the simplicity in gameplay of just: Jump -> Pew Pew Pew -> Jump -> Pew Pew Pew -> etc I think the nerfs you have suggested are kinda fair and I will tune over the coming days to make sure some changes are included in the next patch (Which should be soon hopefully). I thank you for the insight as again I will state compared to every other class in the game this is the class I have the least information on. Not going to really argue about it but just to point out I was going off the same basis of what you stated from the image where you stated the other DPS classes where there to support the main DPS. Which even if thats true they're probebly having similar results to how the battle recorder looked. It's just obvious that it was an extreme overreach. I touched on it above but I'll just clear it up. Holy Blade is a class I'm very unfamilar with and is mostly still in it's original X-Legend design. I have changed the buffs and values to be more according with our server but it is the class that has likely saw the least amount of changes out of them all. The original design that I sort of went with was it was always the weaker version of GM and there has to be advantages to being the weaker version of something right? So it's advantages where at the time just it was able to cast more spells and instead of EVA which atleast at 100 cap when changes where made was a useless stat entirely it got DMG reduction. So better survival, weaker damage. GM since then has gone through several iterations and Holy Blade has pretty much been unchanged the entire time. This is why it has the DMG Taken reduction anyway and why it functions how it does when compared to its comparrison class GM.
  17. This system does the opposite to this. The skin doesn't change, a new item is created, the fortifications and such are copied to the new item and then the old item is destroyed. It's all smoke and mirrors to make things work in this old game 🤣 You might notice this is the case when you check the archive and see 5 slots per weapon.
  18. As far as I am aware in our current version of the game this system is not available. Whether or not I would find it necessary to create this system I'm not sure considering any boxes we do make we already list all the items contained where necessary.
  19. Without going into too much detail the game stores KP very badly and certificates for that matter. So without completely reworking the entire system this is not an option. I do have some ideas of revamping the Class Talent system at some point but I have a lot to do and I cannot even say if this will happen nevermind when. Same can be said with gear swapping. Although it wouldnt need rework but I wouldn't really be able to assign slots 1 to 5 to custom. I would just have to add more options. Maybe I could look into doing something like class swapping where u can maybe drag a button to the skill bar but even that is iffy. I can look into ways to add more tho.
  20. I will look into this change when I look into this change: It's not an easy thing to add into the game something like this, but I know its something people would appreciate if I did. It would be easier if I just made a costume of each weapon but thats too many weapons to do so I will look into this when I look into the above.
  21. Just to cover this egregious comment first as it stood out as the most naive of the bunch. The first video (I skipped to around 5:35 where the party was full). The party consisted of Arch-Elementalist, Blade Acrobat, Holy Sage, Glacial Knight, Celestial Arrow, Master Fencer, Mecha Ares, Adjudicator, Shielder and Reaver. Based on the following I would say this party is also 8:2 on support to dps. The for video number 2 (I skipped to around 34 seconds). The party consisted of Arch-Elementalist, Glacial Knight, Holy Sage, Conjurer, Celestial Arrow, Mecha Ares, Reaver, Adjudicator, Equilibrian and Battlefield Poet. With me giving benefit of the doubt in which you should really be using Battlefield Poet as a damage source, thats still 7:3. Just because there isn't any duplicate classes doesn't mean that this is good examples of what a party setup should look like lol. --- As for the comments towards the meta damage dealers. There isn't really anything wrong with Mecha Ares for a start because that class was the meta up until the Arch-Elementalist rework. So it's only natural that while everyone now claims Arch-Elementalist is unplayable it would take it's place at the table again. Especially since Mecha is a class that hasn't really been balanced changed for several years (From the looks of it, it was Patch v60 the last change back in February 2020). Holy Blade on the other hand I have been keeping an eye on because it has been creeping into the spotlight over time. I'm very hesitant to nerf this class however, as out of all the classes in the game this is the one I'm the least familiar. So I will be looking into this class as soon as possible. --- As for Life Worshipper and Elegant Dancer I do find this situation very funny. These classes have been in a similar state since the original rework. They recieved several buffs in Patch v82 (May 2021) to make them viable. Which means when Arch-Elementalist was at its strongest having 5-6 of them in a party at once, this was a completely viable class combination. Yet nobody used them, so that either tells me that it was a hidden OP (which wasn't hidden very well) or theres nothing wrong with it and people are just branching out into other strategies. Quite honestly I would argue the fact that you haven't made reference to Holy Sage in this post quite shocking to be honest. Lets look at the listed effects you listed: Reduced Enemy CRIT Rates. DMG Taken -15% for 7 seconds with single time 15% recovery (Cooldown 8 seconds, so almost 100% up time). Debuff Removal x8 every 15 seconds (Assuming you have a brain and use the quite clearly obvious choice Class Talent). DMG Taken -50% for 4 seconds (Cooldown is 15 seconds, so just over 25% up time, requires good timing). P-ATK +20% (Mislisted on the Forceful Rhythm song) Resistances +5 pts, CRIT +5%. DMG Dealt 10%, ATK +20%, CRIT +5%. Mana Drain (So mana upkeep is important). Now looking at Holy Sage (Specifically talking about the DMG Aura since if you where to replace ED with another support class this would be the most viable candidate): DMG Taken -15% permenant. Debuff Removal x8 every 5 seconds (so across the same time period is 24 buffs removed). ATK +15%, CRIT +10%, Move SPD +10% (Providing you have the KP). Knockdown Immunity Effectively no mana cost (20 points). So at first glance you might think, well list 1 is bigger than list 2 and yeh your not wrong. But list 1 requires 2 classes with much more importance on cooldown timing and mana and is rewarded for these hardships which list 2 is given all these benefits for free with no counter play. The only counter to list 2 is kill the Holy Sage. The counters to list 1 contain buff removal, mana drain, pushing them apart, CC locking the ED before it can use its core spell and ofc killing one of them (probably more value killing the ED). I think the core arguement in my opinion is would you rather have the slot in party taken by an ED which grants your core DPS +10% DMG, some crit and 40% P-ATK / 20% M-ATK. Or would you rather have an equal DPS in the party providing what can only be quantified as double damage since 2 people attacking at the same time. Well thats a decision that you can only make, I personally would diversify my damage profile with another damage dealer so if they focus down the main damage dealer the party isn't just useless. End of the day, I'm not guna even discuss nerfing these 2 classes in combination unless people are willing to hold other classes to account for being too strong. These classes (specifically ED) has not been played outside of 25 man raids for several years, I'm not about to nerf it just because people have suddenly started playing it when what it provides for taking up 2 party slots is a bit of DMG Dealt and attack stats. Stuff that other classes already provide solo (Like Annihilator for example). --- I want to thank your for your information. I will look into Arch-Elementalist even though I think people are being a bit dramatic over its nerfs and I will be looking into Holy Blade (Not really because of this post but this post kinda makes the case stronger on why it needs to be looked into). I will not be touching ED or LW as of the moment as there is in my opinion a lot more wrong with other classes than these 2 classes. The only considerably broken thing about these 2 classes is a buff with just over 25% up time.
  22. After taking a quick look as I wasn't quite sure. It does appear that defence is capped at 0 points.
  23. The cap for negative Resistance is the same as positive Resistance, so for Elemental its -70. Most bosses have both Physical and Elemental True Resistance it's only the latest content where its limited to just Physical. I don't think the gap is as big as it once was between the Physical and Elemental classes but its just really down to mindset to be honest. To be honest tho, when your wailing on a none moving object like a boss Physical damage has always been the way to go, its just back at earlier level caps like 75 cap most people just played what ever they want with no consequences. Now if you play a class the community is in agreement is not good you get kicked from parties as everything has to be as fast as possible.
  24. True resistance has several characteristics. It adds to your base resistance giving the ability to have 100% resistance to a specific damage type. It also serves as a minimum for said resistance. To give some examples: If you have 80 base fire resistance and 40 pts of fire true resistance then your total fire resistance is 110 (as the 80 base gets capped at 70). To deal damage to the above you would have to reduce the fire resistance by 21 to get the fire resistance down to 99 pts (since reducing by 10 will still cap you at 70 which when you add the 40 true resistance is still 110). Then the maximum resistance you could take away from this is 80 which would leave the total fire resistance at 40 pts, any more than that would be redundant. So to answer the question about Lila Her total base resistance is 60 pts (60 base capped at 50 + 10 true). You have to reduce her physical resistance by atleast 11 points to deal more damage, making her resistance 59 pts (making her resistance 49 base + 10 true). You can only reduce her resistance by 60 pts which would leave her with 10 pts, anything more than that her resistance would still be 10 pts. I hope I explained it in as much detail as possible.
  25. Yes this is normal since we used modified files so they get detected as suspicious. I use Malwarebytes and add it to the "Allow List" for both EE and SB.
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