« First
... 
8 9 10 11 12
... 
Last »
This thread has been locked by a moderator.
Show staff replies in this thread
12th December 2018 21:48:32 Administration View post »
13th December 2018 17:19:12 GM Quillon View post »
13th December 2018 20:19:43 GM Quillon View post »
13th December 2018 20:49:55 GM Quillon View post »
14th December 2018 12:34:44 GM Quillon View post »
15th December 2018 21:50:21 GM Shadow View post »
15th December 2018 22:26:47 GM Shadow View post »
16th December 2018 10:09:11 GM Quillon View post »
16th December 2018 14:25:39 GM Quillon View post »
18th December 2018 19:58:40 GM Quillon View post »
18th December 2018 20:24:51 GM Quillon View post »
19th December 2018 13:55:34 Administration View post »
20th December 2018 04:57:42 GM Quillon View post »
Monterey
Player

Elysium
Level 30
Mage
15th December 2018 21:06:18

Quoting Maverick Sorcerer:
Quoting Anmael:
Both, Frenzy and Fortification are mainly based on magic level and partially on level. 10% is practically the maximum of fortification but it is possible to get more, just really high magic level is needed.

I checked it on 26 magic level 20 + 6 and only one skill was added to me.Is a joke that 100 level has +15 and 500 + 19 ( + 20 when using set m lvl as warrior lols).This is just my objective opinion this should be changed.


Just more 2 melee skills in lvl 500? if we considering that current spell gives +17, something in the new spell needs to be changed. This scale applicated don't provide anything really balanced for barbarians.

@GM Quillon @Administration Try to start with +15 melee, not +10 in new scale, maybe it's more fair... @Anmael


Nice idea. Frenzy have to start with +15 melee. Just it. A level 500 getting +23, +25 is okay for balance this spell.
Vazz Nash
Player

Elysium
Level 12
Warrior
15th December 2018 21:17:58

Quoting Monterey:
Quoting Maverick Sorcerer:
Quoting Anmael:
Both, Frenzy and Fortification are mainly based on magic level and partially on level. 10% is practically the maximum of fortification but it is possible to get more, just really high magic level is needed.

I checked it on 26 magic level 20 + 6 and only one skill was added to me.Is a joke that 100 level has +15 and 500 + 19 ( + 20 when using set m lvl as warrior lols).This is just my objective opinion this should be changed.


Just more 2 melee skills in lvl 500? if we considering that current spell gives +17, something in the new spell needs to be changed. This scale applicated don't provide anything really balanced for barbarians.

@GM Quillon @Administration Try to start with +15 melee, not +10 in new scale, maybe it's more fair... @Anmael


Nice idea. Frenzy have to start with +15 melee. Just it. A level 500 getting +23, +25 is okay for balance this spell.


Barbarians deserve to receive more skills as Paladins deserve to be full tankers and see your specific bonus about negating damage. I agree with 15+ for frenzy and 10%+ in fortification until 18% in highlvls.
Pyromonas
Player

Elysium
Level 152
Mage
15th December 2018 21:19:10 (Last edited 15th December 2018 21:19:45)

I don't understand how free cancellationl tasks will be.

can someone explain me ?
GM Shadow
Game Master

15th December 2018 21:50:21

Regarding test server and all the changes for this update:

Thank you to all the sages and people that have helped us test these changes. Please continue to do so. Some changes have received positive feedback and others not as much; we are listening. Below are a few adjustments that will be on TS soon(tomorrow morning) if not already.

-Pyromancer Inferno is no longer radial. Targeted AOE spells will remain radial damage.

-Barbarian Frenzy and Paladin Fortification spell descriptions should now appropriately match the minimum skill/hp/dmg reduction %’s. They will stay as scaling spells. There is a soft cap on these buffs based on ML and level.

-Arrow Volley formula was fixed to correctly match the 25% spell description, which inadvertently resulted in a “nerf”. The spell description and spell strength have been changed to accurately represent the spell. Its strength should be very similar to current live version.

-There have been a few minor changes to monster paralyze regarding strength and frequency. We are also continuing to look at further changes to antidote and paralyze in general to find the best solution. A more significant change should come tomorrow morning with TS restart and will need to be tested (We will post when it goes live on TS). Any Feedback is welcome.

-Rogue Spells Fire Throw and Critical Potential. We are not satisfied with these spells and will be re-evaluating potential unique and creative spell types. Providing Rogues a new spell or two is one of our top priorities still and hopefully can make it in this update.

-If you didn’t notice, Shaman Hailstorm spell is now a large AOE with radial damage. Please test and leave feedback.

We are excited to finally be fixing up some old spells and will continue to work through them along with new features, spells, and content!

The plan is for this update to go live later this coming week or weekend if everything goes well. Don’t forget Christmas is almost here too!

Best Regards,
Zezenia Staff
The Warlockk
Player

Elysium
Level 190
Mage
15th December 2018 22:06:19

Quoting GM Shadow:
Regarding test server and all the changes for this update:

Thank you to all the sages and people that have helped us test these changes. Please continue to do so. Some changes have received positive feedback and others not as much; we are listening. Below are a few adjustments that will be on TS soon(tomorrow morning) if not already.

-Pyromancer Inferno is no longer radial. Targeted AOE spells will remain radial damage.

-Barbarian Frenzy and Paladin Fortification spell descriptions should now appropriately match the minimum skill/hp/dmg reduction %’s. They will stay as scaling spells. There is a soft cap on these buffs based on ML and level.

-Arrow Volley formula was fixed to correctly match the 25% spell description, which inadvertently resulted in a “nerf”. The spell description and spell strength have been changed to accurately represent the spell. Its strength should be very similar to current live version.

-There have been a few minor changes to monster paralyze regarding strength and frequency. We are also continuing to look at further changes to antidote and paralyze in general to find the best solution. A more significant change should come tomorrow morning with TS restart and will need to be tested (We will post when it goes live on TS). Any Feedback is welcome.

-Rogue Spells Fire Throw and Critical Potential. We are not satisfied with these spells and will be re-evaluating potential unique and creative spell types. Providing Rogues a new spell or two is one of our top priorities still and hopefully can make it in this update.

-If you didn’t notice, Shaman Hailstorm spell is now a large AOE with radial damage. Please test and leave feedback.

We are excited to finally be fixing up some old spells and will continue to work through them along with new features, spells, and content!

The plan is for this update to go live later this coming week or weekend if everything goes well. Don’t forget Christmas is almost here too!

Best Regards,
Zezenia Staff

Very good to hear everything you have just said!

By the way, since Dennis (Huligan) has resigned from his Sage position, why don't you add Baltas to the Sage community? He would be a good sage, I believe.
GM Shadow
Game Master

15th December 2018 22:26:47

We have been discussing possible ways to better harness player ideas and arguments regarding changes, whether it be active sages or other members of the community that consistantly give objective, detailed, and thoughtful feedback.

For now just know that we are reading all posts and and trying to create the best game we can going forward!

GM Shadow
Pegazozz
Player

Elysium
Level 126
Warrior
15th December 2018 23:22:53

Ayudarme se me olvido mi clave de zezeniav:/
Baltas
Player

Pharos
Level 362
Mage
15th December 2018 23:31:44

Quoting GM Shadow:
Regarding test server and all the changes for this update:

Thank you to all the sages and people that have helped us test these changes. Please continue to do so. Some changes have received positive feedback and others not as much; we are listening. Below are a few adjustments that will be on TS soon(tomorrow morning) if not already.

-Pyromancer Inferno is no longer radial. Targeted AOE spells will remain radial damage.

-Barbarian Frenzy and Paladin Fortification spell descriptions should now appropriately match the minimum skill/hp/dmg reduction %’s. They will stay as scaling spells. There is a soft cap on these buffs based on ML and level.

-Arrow Volley formula was fixed to correctly match the 25% spell description, which inadvertently resulted in a “nerf”. The spell description and spell strength have been changed to accurately represent the spell. Its strength should be very similar to current live version.

-There have been a few minor changes to monster paralyze regarding strength and frequency. We are also continuing to look at further changes to antidote and paralyze in general to find the best solution. A more significant change should come tomorrow morning with TS restart and will need to be tested (We will post when it goes live on TS). Any Feedback is welcome.

-Rogue Spells Fire Throw and Critical Potential. We are not satisfied with these spells and will be re-evaluating potential unique and creative spell types. Providing Rogues a new spell or two is one of our top priorities still and hopefully can make it in this update.

-If you didn’t notice, Shaman Hailstorm spell is now a large AOE with radial damage. Please test and leave feedback.

We are excited to finally be fixing up some old spells and will continue to work through them along with new features, spells, and content!

The plan is for this update to go live later this coming week or weekend if everything goes well. Don’t forget Christmas is almost here too!

Best Regards,
Zezenia Staff


Sounds great.

As evasion fix made that spell really good in pvp. (In pvp, dieing rogue can use it to have at least 2sec for heal which is ppssibly 2x double heal). Marksmam taunt should get a lil more useful. Either same idea to make a player uable to heal mana up for 2sec, or remake it somehow and make it totaly different spell. F.e. players who are atacking the marksman, when taunted couldnt heal for 1second? Length cant be long, but just an idea which is worth to consider. Or any othrr idea if players would suggest. Cuz right now taunt is somewhat useless. So what that a guy who atacks a markmsna lose some mana? If its really dangerous for a marksman, he would rather heal than thinj about atackers mana.
Ancientt
Player

Pharos
Level 109
Ranger
16th December 2018 00:20:12

need to change the taunt, currently in the taunt is useless, because the bots heal the mana instantly, making the spell not useful

taunt - after you use the taunt on the target, the target can not use mana potions for 2 ~ 3 seconds
Diwzera
Player

Pharos
Level 163
Mage
16th December 2018 00:31:45

Quoting GM Shadow:

-If you didn’t notice, Shaman Hailstorm spell is now a large AOE with radial damage. Please test and leave feedback.
Zezenia Staff


I really liked the area increase yet I find it totally meaningless to reduce the damage radially. Please, forget this radial damage reduction.
My humble opinion.
« First
... 
8 9 10 11 12
... 
Last »