I totally agree, I dont understand why vulcano is killing...
id bombs would have count too before... everybody would be mad too
now 2 warrior can rule the room easily ... sword warrior arent beatable
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thank you for the reply,
since it seems like you're not planning to change it soon, i challenge you to test it in real runs
anyway, any chance for shared/common pet stable? :D:D:D
shared pet stable is not a good idea, excess to all pets ... I dont like that suggestion ...
With all the feedback on the active skills, I a bit concern about the Passive skills.
+ Damage: Points placed into the Damage passive skill will increase your DMG stat by .5 points, instead of the current 1% increase. This will eliminate the issue players faced where elixirs or pet buffs would wash out the points from this passive.
+ Critical Chance: Each point placed into Critical will now increase your chance to land a critical hit by 0.6% instead of 1%. This was reduced to compensate for Crit chance coming in from Masteries as well as future gear sets, to keep it in balance with a sustainable power curve.
These are based on percent increase passives, but how about the stat passives? Will 1 mastery point adds 1 stat too?
PLEASE DONT INCREASE LVL CAP cant u just wait a few months PLEASE?????/ i dont wanna have to level again or spend real money to lvl instantly please just wait a few months PLEASEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE thanks for reading this messagte
I wonder when will be the 1.5 client. Excited about the skills mastery.
LOL I remember people used to beg for cap raise, and now we get cap raise, there's ppl asking to postpone it? Lol
Anyways, you will probably still have 2 months so level.
Also, I doubt there will be instant lv56, we have too much people who instant leveled to lv 41 and have no clue as to what to do already....
Side note: leveling to 46 will be easier once lv56 cap arrives, just like how it have always been (though Sts did change the xp distribution to be different from before)
An issue I see is that it will once again divide the player base of PvE and PvP. Currently, since we have so many skill points, we are able to have builds that fit both PvE and PvP. We simply swap out our skills before going into PvP or PvE. With this new system, people who build for PvE will suffer for PvP unless they respec. Imagine a rogue putting 10 points into MP regain of Combat Medic and then going to PvE. That would go to waste. Similarly, a warrior who puts a lot of points into Taunt and then goes into PvP. We need the ability to have 2 builds. Not load outs, but builds that we can swap between.
what !!!
Warrior +10 lv=+50 Str=500 hp
+ Skill Passives 10*5 STR= 50STR=500 hp
500+500= 1k hp
Now the warrior will have the 11+k hp There you will be able to kill him , When he will be healed lol...
(You have to somehow weaken)
:unconscious: wooow
Wow
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Thanks for clarifying.
Another question, can we test this out in a test server like before? This is a very big undertaking that have a tendency to change every facet of builds and game-style, so I thinks it would be great if we can test it. But if you guys already have hired game-testers then, it would be great if you can post some of their helpful feedbacks :)
Ty sts for new uodate again. We are happy that you made great job once again :)
Sounds so awesome :D
thanks..
but 55 points for all (skill, passive, mastery) its was too little.
its 10 points to fully 1 masteries skill. bahahaahaaaa :banana:
how about 65points or even 75points its ok, that we grants 2/3 skill points per level from lv46 to 56. lmao :banana:
thanks :frog:
it seems like when designing skill, you always consider how it can be maximize in a team, then my question is why do you make trap's bleed damage doesn't stack between players in a team? and what about magma's burn? and why fireball/gale knockdown doesn't stack between mages? if you do consider how it works in teamplay, then do it, don't make double standard
anyway, i think it is okay to have powerful debuff doesn't stack in effectiveness, but duration and damage should always stack
thanks