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  Click here to go to the first Dev post in this thread.   Thread: Feedback: Arcane Blood Star Weapons

  1.   Click here to go to the next Dev post in this thread.   #61
    Design Department Cinco's Avatar
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    Quote Originally Posted by Dafterpic View Post
    Greats I feel this is the real feedback, our dear Cinco listen to the players, son i’ll make a video that I imagine would help the devs team but also for an idea, as the proc only works on 1 objetive even if the blood chain can hit 7, consider making the proc a pool on this one enemy which follow it fast as some other enemy mechanics there in Índigo or for making it clear as a reverse skull dozzer proc aura which makes the player centre to making the enemy the centre and damage closer enemies , just thinking maybe for this weap or for the others blood, talking about the pools gobling legendary Glaive has this proc but that Pool was estatic.
    I am able to apply the Blood Star Chain Sword proc to multiple targets. Can you please provide details on a consistent case where you do not hit multiple targets with this proc? I tested in Indigo where it's easy to gather up a bunch of badguys...

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    Quote Originally Posted by Cinco View Post
    I am able to apply the Blood Star Chain Sword proc to multiple targets. Can you please provide details on a consistent case where you do not hit multiple targets with this proc? I tested in Indigo where it's easy to gather up a bunch of badguys...

    Name:  al_blood_star_chain_multi.gif
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    What he is trying to suggest is cascading proc effect

    You see in the gif how you're only hitting 3 enemies? (1 enemy is out of range and the other ran outside your range during proc... LOL )

    What's suggested is the proc should jump from one enemy to another , untill the final 7 "jumps" are complete. This would make it much more substantial!

    The logic for jumps is that the range of possible enemies is getting expanded with every new enemy you apply proc to. Kinda like this:
    1. First game checks if there's enemies around player in a given range and appies the proc to them in the highest priority
    2. If there's no more enemies around the user evaluate nearby mobs which already have proc applied to them , if there's enemies close to them apply the proc to them as well (Same exact radius that the user has)

    This is a rly good suggestion! Something we haven't seen so far and it would rly help us high ping users soooo much!

  3.   Click here to go to the next Dev post in this thread.   #63
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    Break in thread for latest server (content) update (link).

    -ALS

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    Time to sell a kidney for swapping gears

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  5.   Click here to go to the next Dev post in this thread.   #65
    Design Department Cinco's Avatar
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    Quote Originally Posted by nevendd View Post
    What he is trying to suggest is cascading proc effect

    You see in the gif how you're only hitting 3 enemies? (1 enemy is out of range and the other ran outside your range during proc... LOL )

    What's suggested is the proc should jump from one enemy to another , untill the final 7 "jumps" are complete. This would make it much more substantial!

    The logic for jumps is that the range of possible enemies is getting expanded with every new enemy you apply proc to. Kinda like this:
    1. First game checks if there's enemies around player in a given range and appies the proc to them in the highest priority
    2. If there's no more enemies around the user evaluate nearby mobs which already have proc applied to them , if there's enemies close to them apply the proc to them as well (Same exact radius that the user has)

    This is a rly good suggestion! Something we haven't seen so far and it would rly help us high ping users soooo much!
    I see. We're not going to have the proc cascade to adjacent targets for this one.

    Hit the targets in the range / cone of attack and you'll make the best use of the weapon.

    We'll consider some sort of 'chained proc' for something in the future - but no promises ;-)
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    The nature dmg still 35%


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    what exactly happened with the kraken and sb weaponry? how were they standardised? I see no difference not to mention half of those weapons always had and have 100% proc rate

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    i don't see any improve in my blood damage when I proc it's more duration but it is not that big deal my chain is level 5, and now I'm testing it in elite lb festerfang swamp using bio set

  9.   Click here to go to the next Dev post in this thread.   #69
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    Quote Originally Posted by Voorge View Post
    what exactly happened with the kraken and sb weaponry? how were they standardised? I see no difference not to mention half of those weapons always had and have 100% proc rate
    The change did not affect the proc chance - but weapons that applied a DOT were doing damage at different rates. These were made the same for all the various suites.
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    Quote Originally Posted by Cinco View Post
    The change did not affect the proc chance - but weapons that applied a DOT were doing damage at different rates. These were made the same for all the various suites.
    How about Sb weapons? What are the change s

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    Goal was to buff Blood chain's proc, but it feels the same as before. On top of that you completely nerfed kraken sword proc. So instead of 1 bad proc now i have 2. Nerfing (fixing rate or call it however u want) kraken sword to make blood chain look betteris sad.

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    Quote Originally Posted by Cinco View Post
    The change did not affect the proc chance - but weapons that applied a DOT were doing damage at different rates. These were made the same for all the various suites.
    I see it now, could’ve just say they got nerfed

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    Quote Originally Posted by Cinco View Post
    I see. We're not going to have the proc cascade to adjacent targets for this one.

    Hit the targets in the range / cone of attack and you'll make the best use of the weapon.

    We'll consider some sort of 'chained proc' for something in the future - but no promises ;-)
    Does the rogue blood chakram also have a "cone" that should hit up to 5 enemies? Even after update it looks nothing like this unless the mobs are standing on top of each other. Also there was some improvement to the overall proc damage from blood chaks but unfortunately kraken bow proc still out performs it which is very unfortunate.

  15.   Click here to go to the next Dev post in this thread.   #74
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    Quote Originally Posted by imfeared View Post
    Does the rogue blood chakram also have a "cone" that should hit up to 5 enemies? Even after update it looks nothing like this unless the mobs are standing on top of each other. Also there was some improvement to the overall proc damage from blood chaks but unfortunately kraken bow proc still out performs it which is very unfortunate.
    With your Kraken Set or with Blood Star?

    Chakram hit a single target at medium range.
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    Quote Originally Posted by Cinco View Post
    With your Kraken Set or with Blood Star?

    Chakram hit a single target at medium range.
    So you nerfed all kraken wep procs,and gave us 1 blood wep? Like now we use this really bad weapon for mobs too? I mean this proc rrly isnt good for map clear, nor boss kill on rogue. Cant 1 proc lb fly anymore either lol

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    Quote Originally Posted by dmqp View Post
    Goal was to buff Blood chain's proc, but it feels the same as before. On top of that you completely nerfed kraken sword proc. So instead of 1 bad proc now i have 2. Nerfing (fixing rate or call it however u want) kraken sword to make blood chain look betteris sad.
    so true it's so bad

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    Quote Originally Posted by Cinco View Post
    The change did not affect the proc chance - but weapons that applied a DOT were doing damage at different rates. These were made the same for all the various suites.
    So your answer to feedback that blood star weapons are simply bad was nerfing the other ones...?

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    Quote Originally Posted by Cinco View Post
    If you have a ton of different sets to choose from that's great!

    You can choose to scramble to do everything or you can choose to edit / limit what sets you want to swap between for maximum effect.
    Yet you ended up nerfing all other options as well. Pretty ironic you know

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    Typical


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    ufff ty for buff chain


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