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  Click here to go to the first Dev post in this thread.   Thread: Weapon Changes in Curse of the Cryostar

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  1. #1
    Guardian of Alterra Zeus's Avatar
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    Quote Originally Posted by Thundyrz View Post
    Hold on, just wait a durn minute guys... why would you give rogues armor on daggers but completely ignore the fact that mages with stalves go 'splat' so quickly and easily that it makes stalves almost totally useless? Increased skill damage is not going to adequately compensate for this vulnerability!

    Stalves are not unpopular just because of lower skill damage.

    Unless you incorporate increased toughness into stalves, guns will still be heavily favored by sorcerers. I can tell you I won't want a staff unless I have a fighting chance to keep my deaths under control. What is the point of making this change if you're not going to ensure that mages won't rack up the death toll even more than we already do?
    Yes, this is true but should be considered only if rogues get the armor they lost back or at least a good portion of it. It's really almost impossible to rogue in PvP clash type environments now.

    Otherwise, we would be again making a DPS class "too tanky" when one just got a nerf for that.
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    Senior Member Niixed's Avatar
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    Quote Originally Posted by Zeus View Post
    Yes, this is true but should be considered only if rogues get the armor they lost back or at least a good portion of it. It's really almost impossible to rogue in PvP clash type environments now.

    Otherwise, we would be again making a DPS class "too tanky" when one just got a nerf for that.
    I can see your concern about balance, good call. I was in PvE world when I wrote that.

    Agree something seems off about the rogue armor nerf. I haven't had the time to properly analyze the situation. My instinct tells me the nerf was probably necessary, but the amount was set too high. One easy tell that it's too high is the degree at which rogue players are upset about the change.

    Rogues are deeply upset and angry about this. It is negatively affecting how they view the game

    It would have been a good idea to announce such a drastic change beforehand. Rogues certainly didn't get a fair hearing, I think STS owes them that much. An [Investigation] thread regarding the nerf would greatly appreciated, I'm sure.

    Not saying more on that subject, though. I don't want to derail this thread.
    Last edited by Niixed; 03-28-2016 at 09:34 PM.

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    Member Felipe Pereira's Avatar
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    Greay job, lookin forward on it

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    Senior Member Gerran's Avatar
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    Does it mean the bow went to dps type and dagger turn into skill damage type?

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    Member Shobhit Chaturvedi's Avatar
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    No changes in weapons for warriors?

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    Coalhouse
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    When you write "Basic attack damage of [bow/gun] increased 200%", do you mean to 200% (i.e. doubling basic attack damage), or by 200% (i.e. trebling basic attack damage)?

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  8.   This is the last Dev post in this thread.   #7
    Spacetime Studios Dev VROOMIGoRealFast's Avatar
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    Quote Originally Posted by Coalhouse View Post
    When you write "Basic attack damage of [bow/gun] increased 200%", do you mean to 200% (i.e. doubling basic attack damage), or by 200% (i.e. trebling basic attack damage)?
    Increase to 200%, so yes as you mentioned the damage will be double what you currently see.
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    Coalhouse
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    Quote Originally Posted by VROOMIGoRealFast View Post
    Increase to 200%, so yes as you mentioned the damage will be double what you currently see.
    Thanks for the clarification.

    If bows and guns are to increase basic damage 100%, then the question is this:

    Will basic damage with bows and guns exceed skill damage with daggers and staves, against a single target?

    If so, then rogue and sorcerer skills and masteries used primarily against bosses and players, will become somewhat redundant as players will often use bow or gun basic attacks instead.

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    Change is a must for any game or in real life. But there must some value for the items in a season at least. For example Arcane ring. Yes right time to kill it. I have it with para added couple of months ago. But it's understandable since both are there in game for quite long. In Other Hand there must be some control on item prices not allowing some one selling OP. It's sad to see, people got the items couple of weeks ago and no value for what they spent relatively today. Arcane weapons are released very recent. lvl 31 Arcane maul and lvl 36 staff were used for many years. They are still good at lvl 46 while compare with some lvl 46 mythic weapons. Glintstone gear is real grinding for anyplayer with fangs drops rate low. I spent nearly 10mil and 3 months grinding STS is awesome game developer. So far my responses in past threads were very supportive. My feedback this time is " devalue items process is too fast". I sincerely hope STS will retook into these.

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    I think sts thinks that warriors are already OP so no need to do anything lol or something new is cooking for warrior class let's hope for the best

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    Senior Member Earlingstad's Avatar
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    Vroom, since the armor nerf has affected all levels, regardless of whether all levels need it or not, please make these changes affect all rogue items of all levels.

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    What about arcane daggers cmn you just released them

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    it would be great if this would be implemented on all levels since all rogues have the same dilemma. torn between bow and daggers.

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    tbh, i'm a little bit disagree with difference of skill damage between weapons of equal quality... weapons should only effect basic attacks, not skills :P

    and one more, it will be useless to increase the max target while keeping the coverage range small, many staves can't even destroy three barrels placed in line...

    also, what about sword&shield vs 2h sword?

    my wishes are:
    1. please reconsider mages' gun max target, as per my observation rogue with bow clearly overshadowing mage with gun in pve, by just looking at the stat. preferably as a class specialized in aoe, a 2 max target gun will be necessary, the splash range doesn't need to be wide enough, just to be able to hits 2 barrels stacked closely will be enough
    2. please apply the change to all weapons, or at least, l46 mythics/arcane
    3. please reconsider of making sword&shield and 2h sword have more or less equal skill damage on same quality weapons
    4. please increase slightly of sword&shield range + cleave coverage, and if possible, daggers too, as weapons without aiming assistance, there should be additional bonus for these weapons, sword&shield and daggers should have equal range, and splashing/cleaving aoe, 2h sword should have slightly wider range, and then staff, and lastly bow/gun on equal range. also making sword & shield have 2 max target (instead of 3) but with increased range can also be a good idea, or even better, keep sword&shield max target to 3, and 2h sword to 4 :P
    5. please don't forget to make charged normal attacks to have better quality + additional effect than the normal attacks of these weapons

    so, in summary:

    range : bow = gun > staff > 2h sword > sword&shield = daggers
    max target : staff = 2h sword > sword&shield = daggers > gun > bow
    splash range : staff > 2h sword = sword&shield = daggers > gun > bow
    normal attack damage : bow > gun > staff = daggers = 2h sword > sword&shield
    attack speed: dagger > staff = sword&shield > bow = gun = 2h sword
    skill damage: bow = dagger = gun = staff = 2h sword = sword&shield

    thank you

    P.S. : i think 200% increased damage for bow and gun is a bit too excessive, i'd rather keep it 150% or less, but with no reduction of skill damage compared to daggers/staff
    Last edited by extrapayah; 03-29-2016 at 01:14 AM.
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    Forum Adept Sundar Moorthi's Avatar
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    Quote Originally Posted by VROOMIGoRealFast View Post
    Important Note: To preserve previously released content these changes will only be affecting items released as part of the Underhul Expansion. Weapons released before the expansion have not been changed.

    Hey Everyone, Vroom here! I wanted to take a moment to talk about some weapon changes you’ll be seeing with the Underhul Expansion. The team at Spacetime has seen heavy favoritism towards certain weapons so we’ve made some changes to give players advantages for various playstyles.

    Dagger vs Bow
    Historically bows have been stronger weapons than daggers. With higher damage plus long range, daggers just couldn’t compete with bows. Rogues will begin to see something new with Underhul:

    Dagger Changes
    • Daggers now have added armor
    • Skill damage will be higher with a dagger than bow (for weapons of the same level and rarity)

    Bow Changes
    • Basic attack damage of bow increased 200% (Will go live with this week’s update)


    What does this mean for Rogue Playstyles
    If you choose to use daggers, you will gain some armor and your skills will deal more damage. The trade-off is that you’ll need to stay on top of your enemies to continue using basic attacks.
    If you choose to use a bow you can keep your distance from your enemies but your skills will do less damage. To ensure that daggers don’t just become the most desired weapon, we’ve increased the basic attack damage of bows. The bow attack can still only hit 1 enemy though, which means the weapon that deals the most basic attack damage depends on how many targets you hit.
    Number of Targets Highest Damage Weapon
    1 Bow
    2 Dagger/Bow (equal)
    3 Dagger

    Gun vs Staff
    Sorcerers have had a similar issue in the past with guns being the overwhelming weapon of choice. This was due to the same factors of having higher skill damage plus the additional range and kiting that come with a gun. Sorcerer weapons will receive similar treatment to what was mentioned above for Rogues.

    Staff Changes
    • Skill damage will be slightly higher with a staff than gun (for weapons of the same level and rarity)
    • Staff maximum targets hit increased to 4 (Will go live with this week’s update)

    Gun changes
    • Basic attack damage of gun increased 200%


    Sorcerers looking to maximize their AoE damage should look to staffs with higher skill damage and increased damage to mobs, while sorcerers wanting the ability to kite better and to have greater single target damage should use guns.
    Number of Targets Highest Damage Weapon
    1 Gun
    2 Staff/Gun (equal)
    3 Staff
    4 Staff

    As always, we will be keeping an eye on how these changes are affecting players and will make adjustments if needed. We hope that this will put players on more even ground when choosing a weapon that fits their play style!

    -STSVroom
    i smell gun is a way better for pvp/pve from ur post

    1. Arcane staff dont hav a long range so pls consider again skill dmg is more % than gun (not slightly)

    2. when mage's shields off arcane staff user couldn't go closer to the target pvp or pve ( but a gun user mage can spam attacks as well as thy keep distance from thy enemies )

    3. In Arcane legends Era this is the first time Mages Mythic Gun's much Better than Arcane same level

    whatever thy arcane should b a arcane allr eady 50% mages sell they arcane staff for gun's (now am thinking is this a arcane legends or Mythic legends)

    note : am not so gud in grammer if someone catch my point represent the same with gud grammer
    Last edited by Sundar Moorthi; 03-29-2016 at 03:51 AM. Reason: missed something

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  21. #16
    Junior Member Xinandy's Avatar
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    Talking about weapon... I still have a problem on it.
    I have been waiting for 4 days now. Since the report.
    How long should i wait sts?
    Thx.

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    Forum Adept Legallyblonde's Avatar
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    Hello, any devs who see this I have a quick question.

    Does this 200% Auto Attack damage increase also apply to Charged Auto Attacks?

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    Why don't you go duel a war as a rouge both with arcane weapons tell me who wins but we a,ready know the war won!! So now ur giving daggers a boost but not 2 arcane daggers lmao. So another war weapon that will be used for 2 seasons well rouges daggers get put on the shelf half way through the season. Sts pls think further ahead when making decisions cuz they seem so messed up lattly. W3ll thanks for another slap in the face lol arcane weapon yea right only one arcane quality is war weapon war has been al logo for long time now ic how your balance works u just buff and nerf

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    Senior Member Tatman's Avatar
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    This looks interesting on paper. I hope (though I doubt) it has been thought through and tested properly, because it's not just some cosmetic change. And honestly, all these changes you have been implementing lately without testing and without any chance to even discuss them beforehand, well, this is starting to annoy a lot of people.

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    Forum Adept zerofort's Avatar
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    Ppl play this game for the social aspect if we wanted a good story I'd play final fantasy. You guys need to give us more of a reason to play with other classes here's my suggestion you have class combo skills. Like a war uses a skill and a rouge has to use a certain skill 2 sec after to make a stronger atack. You would have 2 make the skills look more unique and brighter so we can tell when 2 use skill. This would most likely for stronger coneections with players meaning they would log in more 2 play cuz they would have a reason to practice and work with others using skill not just the person with best stats hacking and slashing

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