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20th July 2021 13:47:14 GM Shadow View post »
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Strikker
Player

Elysium
Level 30
Ranger
21st July 2021 08:51:40 (Last edited 21st July 2021 09:41:39)

Quoting Ronnie:
The gap between level 500+ towards 300 is massive.

Its drastic for PvP because level 600+ mages have a very big advantage on those who can't use all the surviveability talents at once. This will support the ability to power abuse.

I think, all talents should be enabled and you should always be able to pick the unique talent. (no level requirement)
The cost to reset talents should be 1 premium card imo. That way you can use your talents situational as you guys intended.


Exactly, after the update players will receive 1 point for 10 levels, it's obvious that it will be harder to distribute talents. So no requirement for talents about points in previous tiers is much better to allow more freedom for each player make their own alternatives. In fact lvl 500 for special talents is too high, lvl 300 seems fair enough. The cost to reset talents should be like blessings payment, in other words, it should be with escaled number of premium cards according by level.
Gudalik
Player

Pharos
Level 118
Mage
21st July 2021 08:53:14 (Last edited 21st July 2021 08:53:26)

Ok se when u pick fire guard talent of pyro and you use it (its mystic guard) you lose pyro buff fire shield xD and if u click fire shield just after fire guard ( mystic guard) u lose it also xD
Mamrot
Player

Elysium
Level 489
Warrior
21st July 2021 10:24:15 (Last edited 21st July 2021 10:26:28)

I dont like the position of talents for paladins tier one is ok, tier 2 resistance is ok but legerity and durability its just waste of 50 lvls to take 5 points in this talents (so its way harder to play for low lvl players) to have possibility to set points at tier 3 (becuse need 10 points in tier 2 to go to tier 3)

All classes have good talents also in tier 1 , tier 2, tier 3, and can easly set 10 points per each tier to go to next tier without waste 50lvls for not much important talents,
my proposition is to change positions healing to tier 2 and legerity to tier 3 for paladins

same problem with barbarians solution in tier 2 resistance and expertise or healing, legerity move also to tier 3
Dark Cross
Player

Elysium
Level 100
Mage
21st July 2021 10:50:44

Quoting Mamrot:
I dont like the position of talents for paladins tier one is ok, tier 2 resistance is ok but legerity and durability its just waste of 50 lvls to take 5 points in this talents (so its way harder to play for low lvl players) to have possibility to set points at tier 3 (becuse need 10 points in tier 2 to go to tier 3)

All classes have good talents also in tier 1 , tier 2, tier 3, and can easly set 10 points per each tier to go to next tier without waste 50lvls for not much important talents,
my proposition is to change positions healing to tier 2 and legerity to tier 3 for paladins

same problem with barbarians solution in tier 2 resistance and expertise or healing, legerity move also to tier 3


Yes i agree, your solution is very nice for both. For paladins a good improvement is to move Healing to tier 2. Healing at tier 2 will sustain defensive feature. Barbarians need Expertise in tier 2 too because that subclass have focus in damage not heal or defense. Legerity is useful just around levels to put points in tier 3.
GM Shadow
Game Master

21st July 2021 11:09:32

Thank you for all the excellent feedback! We will continue to make modifications until we find a nice balance with your help :)

There are a number of changes planned that should be live later today based on your feedback and continued internal testing; continuing on our focus of making all talents as viable and competitive with each other as possible.

Will provide detailed changes when they go live!
Mamrot
Player

Elysium
Level 489
Warrior
21st July 2021 11:41:32 (Last edited 21st July 2021 11:44:00)

Quoting GM Shadow:
Thank you for all the excellent feedback! We will continue to make modifications until we find a nice balance with your help :)

There are a number of changes planned that should be live later today based on your feedback and continued internal testing; continuing on our focus of making all talents as viable and competitive with each other as possible.

Will provide detailed changes when they go live!

think also about low llvl and new players, talents based 1 points by 10 lvl its not good solution, in my opinion talents points stages should work in different way.
For example :
each lvl gives you 1 point.
lvl 1 agression needs 1 point, lvl 2 agression 2 points, lvl 3 - 4 points , lvl 4- 5 points etc, to balance this system to not nerf players at their actuall level.
This type of talent points will make it easier to grow up at lower lvls , and a bit slower for higher lvl what in my opinion is ok, but not nerf peoples

also what about gathering talents, and brewing for all vocations?
Jeraiya
Player

Elysium
Level 142
Warrior
21st July 2021 12:23:43

Hmm interesting, a post deleted because someone attacks my experience on the test server but I can't use logic for defense. This will be the last injection to testing, good luck.

Spell damage on paladin has been improved (aggression FTW) on test server.

Raw weapon damage based on my live server talents I am able to do significant amount of damage more than I do on the test server due to crit damage. Crit damage is locked behind higher levels. But can assume those numbers will result to approximately same but at later levels when and if can get to Tier 3 (level 300).

Low level players may benefit from these changes but mid level players (100) will see significant changes base on the talents being in this tier level system vs more DND point distribution of stats.

Signing off
GM Shadow
Game Master

21st July 2021 12:31:54

Changes live on the TS shortly :

Aggression - Talent remains at 10 points - 1% increase per point - (base character level 15% increase)
Resistance - Talent returns to 10 points - 1% increase per point - (base character level 10% increase)
Fortification - Talent remains at 10 points - 1.5% increase per point - (base character level 10% increase)

Increasing character base stat levels allows for even better talent choice differentiation by limiting the relative strength of talents like aggression and resistance compared to the other options.

Required level for Special Talent lowered from 500 to 400.

For Paladin and Barbarian --- Swap Weapon and Durability tree location
For Rogue and Marksman --- Swap Aggression and Legerity tree location
Gudalik
Player

Pharos
Level 118
Mage
21st July 2021 12:32:39 (Last edited 21st July 2021 13:25:17)

Why pharos went down?
Ritzy
Player

Pharos
Level 421
Mage
21st July 2021 13:10:19 (Last edited 21st July 2021 13:25:34)

I only tested for a short amount of time, but to me the Warlock talents seem very odd.
They get weapon damage (No idea why thats the case when the wand is maybe 5% of warlocks overall damage) and brewing which does nothing to strengthen the character just makes it a tiny amount cheaper.

One question, Lasting Pain gives a DOT for 6 seconds which tics three times. If you do Death Blow every 4 seconds does it override the last tic from the prior Death Blow?
Also the DOT seems very weak in comparison.
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