+ Fixed issue with Churro's activated ability.
+ Fixed issue that prevented you from dismissing Churro.
+ Adjusted Burning Scarecrow banner placement.
+ Adjusted Hydra class buffs to avoid stacking issues.
+ Fixed issue with Churro's activated ability.
+ Fixed issue that prevented you from dismissing Churro.
+ Adjusted Burning Scarecrow banner placement.
+ Adjusted Hydra class buffs to avoid stacking issues.
A
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Thank you for the prompt response
Can you please specify what adjustments are made on classes? Thank you!
Heard theres a bug with the new lock recipes aswell.
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What is the use of this quest when I can craft unlimited locks with single recipe hope its a bug or rip new locks prices
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Harvest horn loot isn't a motivation to keep playing event, compared to other events this one give a minimal profit and the drop of horns is basically gold or ankhs i don't see (random) based loot from horns. or chests don't wamt hurth devolpers feelings but looks very rigged.
+ Adjusted Hydra class buffs to avoid stacking issues.
This does put a smile on my face......
250 dmg does nearly nothing for tank it would need to be an insanely high % dmg similar to warrior free for all pvp map (probably higher even tbh) to even come close to balancing warriors and even then it probably won't matter much because of long cooldowns of skills.
Better idea would be to make it so tank is needed in hydra not for dmg but for taking aggro. Maybe add an unavoidable attack like the skulls in infested swamp or on hugal in underhul map 2,but make it 100% unavoidable. Make it so glow/nekro/mage shield and other shields won't stop it and make it a one shot kill for mage and rogue so you are forced to bring tank in raid.
I can do hydra with my rogue that has only legendary gear and excellent finesse jewels with no deaths pretty easyily now so no reason to use my tank that is near max gear.
We need to go back to basics.
- The content should have aggro mechanics that require warriors to use taunt and hold aggro, at present tanks are replaced by shield pets.
- We need mobs that pull/stun the dps so mage will be required for crowd control.
- A boss fight should require mechanics for all 3 roles.
A good example of the difficulty and mechanics was the old level 66 Nightmare Raid. It required 2 warriors to taunt and hold aggro, mages to CC the mobs and Rogues to deal damage. The only problem it had was the FPS drops.
The revamped version is neat but kinda made very easy, it does not require a tank anymore, rogues can just kill the mobs while mages CC and map is small so the boss always stays in the aggro radius and the aggro split between players helps to kill things faster.
PS: Put nightmare raid on LB as well
If increasing damage for each class, it will end up on just high damage and speed killing, then no point on tuning up hydra.
Increasing damage won't help as the map is mainly for dps. Best is too improve mechanism like those nekro, cottonkill or glow shield to be every effective.
It has to be like infested which the skull is there for war, clouds for mage with ffs, and rogue to target boss.
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