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  Click here to go to the first Dev post in this thread.   Thread: Dev Blog: Regarding Weapons that deal a % of an enemy's health

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    Absolutely amazing again, this is the work that I expect from sts. Always delivering good work! Keep the amazing work up! *
    *ty for ruining the game experience
    *all was sarcastic in case you'd think I was serious.


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    You might aswell nerf tb take away its proc oh and also remove fenris AA Zzz...

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    Im always grateful to enjoy what sts have to offer @weapons, gears, etc... ps: tested by dev already. The fun is there for us... now seem ppl ask for the maps the be harder to enjoy ... situation is: 20 minute average to finish maus 6.. yes, take away the boss hp reducer pls... maybe it will take 30 to 45 minute to finish maus 6... sooner or later slowly it will take away ppl who want to run@play in maus 6.. just bcz it take to much time to finish it (boss and mini boss hp op)... unless if sts bring back the soul of single dmg dealer@the noty wild rouge that what we all need@missing...

    • Reonauz

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    I guess nerfing gold loot in mausoleum by 50% would have caused a riot. Best way round it was to make the runs take twice as long to complete

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    remove the damage limit of DS will cause longer run on Bosses in maus that's for sure especially Lich with shield.....

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    Quote Originally Posted by will0 View Post
    remove the damage limit of DS will cause longer run on Bosses in maus that's for sure especially Lich with shield.....
    Excatly my point thanks

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    You again... thats besides the point whats your problem?

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    well time to experment with every weapon,get as high stats as possible,and pray bosses die.
    an alxe

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    leave the super poison pack as it is then.. so everyone can kill the boss dont have to rely on DS.

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    My suggestion is to add any kind of extra boss damage in rogue masteries. Doesn't need to be % of max health. If every class gets 2 hit kill proc, what's the purpose of rogue class then?

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    Quote Originally Posted by Alwarez View Post
    My suggestion is to add any kind of extra boss damage in rogue masteries. Doesn't need to be % of max health. If every class gets 2 hit kill proc, what's the purpose of rogue class then?
    +1 i like this idea

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    Kudos Devs
    I think this is a very good change and the right step to fix the current broken gear progression. Every weapon should be scaled and capped to its intended level and content. This is exactly how things should be
    Having said that there should be new weapons with same kind of %damage proc. Dragon Hunter Staff basically served as another skill for mage, as a support utility and gave flexibility to a support class to deal damage. It is essential for mage game play, or we will only be worth CC.

    If you are forcing us to leave the old, then you better have new which is good as old . Hope that is the intention here, Ty.

    +
    Quote Originally Posted by VROOMIGoRealFast View Post

    Anything else?
    I added in a quality of life change so you can actually see the damage from the Dragon Hunter Staff being applied (yay!)
    More info on this please. Ty.
    Last edited by PsychoNuke; 02-20-2018 at 10:29 PM.
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    Quote Originally Posted by PsychoNuke View Post
    Kudos Devs
    It is essential for mage game play, or we will only be worth CC.
    Rogues are only worth CC since the very start of mauso

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    Quote Originally Posted by Alwarez View Post
    Rogues are only worth CC since the very start of mauso
    This is Offtopic.
    Rogues have better Crit+Dmg+SkillDamage and smaller CD on their skills compare to mage. So its not the same thing. Apples and Oranges buddy.
    Also, Rogues cant CC - JK
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    Quote Originally Posted by PsychoNuke View Post
    This is Offtopic.
    Rogues have better Crit+Dmg+SkillDamage and smaller CD on their skills compare to mage. So its not the same thing. Apples and Oranges buddy.
    Also, Rogues cant CC - JK
    Mages were mob killers as well as boss(the job of a rogue tho)

    Rogues were only needed for mobs cc, maybe immo bow rogue were gud for boss. Bt mages were preferred more for faster kills.

    This nerf to ds with help solve that issue,while still making it do % dmg like maybe rogue immo bow.

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    Last edited by Magemagix; 02-20-2018 at 10:32 PM.
    AL:- Ign:Reanimatedlee(endgame rogue)/ Jewelfarming(nab tank)

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    Quote Originally Posted by Magemagix View Post
    Rougues with drag blades can crowd control alot better

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    I say nerf those dam blades as well. hehe
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  22.   Click here to go to the next Dev post in this thread.   #17
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    Quote Originally Posted by PsychoNuke View Post
    More info on this please. Ty.
    Previously when the proc from the Dragon Hunter Staff procced, you couldn't see the damage numbers above the mob you're hurting, you would just see their health bar drop.

    I've fixed it so that you will also see the damage numbers over the head of the monster when the proc happens!
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

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    I have a suggestion: Instead of nerfing the drag staff and similar weapons now why not do the same that was done to arcane ring? With each lvl cap let the amount of boss damage it does decrease.

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    Quote Originally Posted by Abuze View Post
    I have a suggestion: Instead of nerfing the drag staff and similar weapons now why not do the same that was done to arcane ring? With each lvl cap let the amount of boss damage it does decrease.
    I think this is one of the best solutions for this kind of stuff, if not the best one.

    Basically make every proc of everything get worse based on the user's level. This way you can make OP procs for new weapons and not be worried that they will be "the best" for long times. Though as someone else said, an Arcane weapon should be useful in its full power for at least 2 seasons because the players spend a lot for them.

    Anyway, I think this is a great step forward and unlike some months ago, I think STS is doing an excellent job.
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    Please make the Tainted Recurve Bow throw the debuffs forward and almost the distance an arrow flies. The whole purpose of using a bow is to maintain distance from the mobs. In order to get the debuffs anywhere near the enemy I have to be in the middle of a mob. As it stands, the debuffs land beside or even behind me! Thank you for all you do for all of us!
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