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  Click here to go to the first Dev post in this thread.   Thread: Feedback: 86 Arcane Forcebreaker Weapons

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    Quote Originally Posted by Brruiser View Post
    @Asommers
    @cinco

    i think you've made a nice weapon here which offers a lot of variety to the community.
    I think you should just give it a little bit bigger of a range, at the moment with the normal attacks it feels very sluggish.
    Maybe its possible to make the basic attack be able to hit 5-10 targets instead of 1-5. It would also be nice if this had some sort of visual like rusk sword.

    This way it can be used for mob clearing (at the moment its used for killing bosses)

    U can keep the pulling effect on the charged attack and the 5 sec buff, (imo it is a bit short, but it works)
    Used for killing boss? Nah i don't think so, its nowhere good compared when i use sb hammer

    Basic attack to pull mobs & apply rusk burn more better

    push when charging & let the buff able to be stack with other weapon. This will make it truly useful.

    Sent from my RMX3700 using Tapatalk

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    Quote Originally Posted by danialazhad63 View Post
    Used for killing boss? Nah i don't think so, its nowhere good compared when i use sb hammer

    Basic attack to pull mobs better, & push when charging & let the buff able to be stack with other weapon. This will make it truly useful.

    Sent from my RMX3700 using Tapatalk
    I forgot to mention that I was talking about force dagger, not about any other class weapons. Maybe for other classes it needs other changes

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    Quote Originally Posted by Brruiser View Post
    I forgot to mention that I was talking about force dagger, not about any other class weapons. Maybe for other classes it needs other changes
    Yeah dagger is not bad cuz it already have good damage, no wonder. But i think its way better if they let the 50%ed,25%Cd buff stackable with other weapon like sb or blood weapon.atleset thise weapon is bit more useful & those investments on cosmics gems are not wasted . Don't you agree?

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    Quote Originally Posted by danialazhad63 View Post
    Used for killing boss? Nah i don't think so, its nowhere good compared when i use sb hammer

    Basic attack to pull mobs & apply rusk burn more better

    push when charging & let the buff able to be stack with other weapon. This will make it truly useful.

    Sent from my RMX3700 using Tapatalk
    For rogue very good on bosses in elder accept hedo hedo does 90% of ebp solo so i cant complete ebp compared to 100%+ that blood chak do in dmg to do ebp


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    Quote Originally Posted by Americanarmy View Post
    For rogue very good on bosses in elder accept hedo hedo does 90% of ebp solo so i cant complete ebp compared to 100%+ that blood chak do in dmg to do ebp


    Sent from my iPhone using Tapatalk
    I can solo ehedo with sb hammer+ cosmic set. But i can't solo with force aegis+ cosmic set. This is ridiculous, how can older mythic weapon surpassed a new arcane?

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  7.   Click here to go to the next Dev post in this thread.   #86
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    Excellent feedback as always!

    After reviewing the info you provided...

    We will increase the number of targets affected by the Forcebreaker pull (it's currently 5 so we can crank that up to 10).

    We will increase the effective range of the Forcebreaker Daggers and the Shield (the Staff is already hitting at good distance so it will remain the same).

    We will also increase the number of targets affected by all of the Forcebreaker weapons so they can be more useful in mob clear.


    As you already know, socketing Cosmic Gems will be the best way to get the most damage from these weapons. Your Cosmic Damage stat will affect attack damage, combo damage and DoT damage. Additional bonuses to Cosmic Damage will help too.


    Looking forward to your continued feedback.


    Best wishes!!
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    Quote Originally Posted by Cinco View Post
    Excellent feedback as always!

    After reviewing the info you provided...

    We will increase the number of targets affected by the Forcebreaker pull (it's currently 5 so we can crank that up to 10).

    We will increase the effective range of the Forcebreaker Daggers and the Shield (the Staff is already hitting at good distance so it will remain the same).

    We will also increase the number of targets affected by all of the Forcebreaker weapons so they can be more useful in mob clear.


    As you already know, socketing Cosmic Gems will be the best way to get the most damage from these weapons. Your Cosmic Damage stat will affect attack damage, combo damage and DoT damage. Additional bonuses to Cosmic Damage will help too.


    Looking forward to your continued feedback.


    Best wishes!!
    Great changes! Will you also add a visual effect like the rusk sword? Would be so cool!

  10.   Click here to go to the next Dev post in this thread.   #88
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    Quote Originally Posted by Brruiser View Post
    Great changes! Will you also add a visual effect like the rusk sword? Would be so cool!
    Oh! I see - you are expecting to see visual effects like the older Rusk equipment...

    No promises but I'll see what I can do!
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    Quote Originally Posted by Cinco View Post
    Hmmm... I'll double-check, but so far as I know all of the Forcebreaker weapons should be displaying the same impact visual effects.

    If you're not seeing it then it's a bug and we'll fix it! :-)
    I just checked... on non-charged attack we do not see any effect / aura or whatever. We only get to see it on the charged attack when we proc the weapon. We do see the red dOt effect though

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    Quote Originally Posted by Cinco View Post
    Oh! I see - you are expecting to see visual effects like the older Rusk equipment...

    No promises but I'll see what I can do!
    Yes it would give us a better idea of how big the range is and what we're actually hitting.

    I've also noticed that with the rusk sword I can hit the "air" but with targets around me and they'll get damaged. With this dagger we need to hit an enemy in front of us for it to also damage targets around that target. Just makes it really annoying to clear mobs with, because even if there's targets around you it won't hit the enemies if you don't hit a single target directly in front of you.

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    Quote Originally Posted by Cinco View Post
    Oh! I see - you are expecting to see visual effects like the older Rusk equipment...

    No promises but I'll see what I can do!
    While you at it, can you consider to remove pushing mechanism on aegis? It's not beneficial for war to push mobs away, since this weapon more orientated for mobs & not pvp

    Maybe first charge will pull. Then second charge freeze mobs?

    Sent from my RMX3700 using Tapatalk

  15.   Click here to go to the next Dev post in this thread.   #92
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    Quote Originally Posted by danialazhad63 View Post
    While you at it, can you consider to remove pushing mechanism on aegis? It's not beneficial for war to push mobs away, since this weapon more orientated for mobs & not pvp

    Maybe first charge will pull. Then second charge freeze mobs?

    Sent from my RMX3700 using Tapatalk
    You could simply not do that second charged attack and instead use the combo damage to burn down the targets.
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  16.   Click here to go to the next Dev post in this thread.   #93
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    Quote Originally Posted by Brruiser View Post
    Yes it would give us a better idea of how big the range is and what we're actually hitting.

    I've also noticed that with the rusk sword I can hit the "air" but with targets around me and they'll get damaged. With this dagger we need to hit an enemy in front of us for it to also damage targets around that target. Just makes it really annoying to clear mobs with, because even if there's targets around you it won't hit the enemies if you don't hit a single target directly in front of you.
    I'll see about widening the angle for weapon targeting - but all 3 have a ~200 degree targeting cone for standard attacks.
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    Quote Originally Posted by Cinco View Post
    I'll see about widening the angle for weapon targeting - but all 3 have a ~200 degree targeting cone for standard attacks.
    this sounds okay, maybe if you fix the range it’ll be fixed. Appreciate you listening to our comments this is promising for the future!

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    Quote Originally Posted by Cinco View Post
    Excellent feedback as always!

    After reviewing the info you provided...

    We will increase the number of targets affected by the Forcebreaker pull (it's currently 5 so we can crank that up to 10).

    We will increase the effective range of the Forcebreaker Daggers and the Shield (the Staff is already hitting at good distance so it will remain the same).

    We will also increase the number of targets affected by all of the Forcebreaker weapons so they can be more useful in mob clear.


    As you already know, socketing Cosmic Gems will be the best way to get the most damage from these weapons. Your Cosmic Damage stat will affect attack damage, combo damage and DoT damage. Additional bonuses to Cosmic Damage will help too.


    Looking forward to your continued feedback.


    Best wishes!!
    There’s 2 options that could be better for force weapons

    Option 1

    Could u consider instead of pull 10 targets it will pull for 10 secs? And have 12 secs cooldown

    If someone is doing indigo for example what is pulling 10 targets going to do and have 7 seconds cooldown there’s no benefit from this weapon in mob clearing if it stays as it is or as you described that it’s going to be

    Option 2

    Instead of having to hit the target for the dot burn you just proc your weap and the dot burn or the 65% armor reduction stays as long as you run over an enemy if you touch them with the force weapon proc they will get dot burn or lose 65% armor so we don’t have to hit them 2x in order to kill them


    Sent from my iPhone using Tapatalk

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    Quote Originally Posted by Killyxan View Post
    There’s 2 options that could be better for force weapons

    Option 1

    Could u consider instead of pull 10 targets it will pull for 10 secs? And have 12 secs cooldown

    If someone is doing indigo for example what is pulling 10 targets going to do and have 7 seconds cooldown there’s no benefit from this weapon in mob clearing if it stays as it is or as you described that it’s going to be

    Option 2

    Instead of having to hit the target for the dot burn you just proc your weap and the dot burn or the 65% armor reduction stays as long as you run over an enemy if you touch them with the force weapon proc they will get dot burn or lose 65% armor so we don’t have to hit them 2x in order to kill them


    Sent from my iPhone using Tapatalk
    The buff is basically not doing anything besides if you have a full cosmic set. If you want it to be better for mob clearing, fix the basic attack.

    What is 10 sec pull gonna do if the enemies in indigo are dead within 2 seconds???? Also if you then make the cooldown longer it will be even more sluggish….

    This just does not make sense

  21.   Click here to go to the next Dev post in this thread.   #97
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    Quote Originally Posted by Killyxan View Post
    There’s 2 options that could be better for force weapons

    Option 1

    Could u consider instead of pull 10 targets it will pull for 10 secs? And have 12 secs cooldown

    If someone is doing indigo for example what is pulling 10 targets going to do and have 7 seconds cooldown there’s no benefit from this weapon in mob clearing if it stays as it is or as you described that it’s going to be

    Option 2

    Instead of having to hit the target for the dot burn you just proc your weap and the dot burn or the 65% armor reduction stays as long as you run over an enemy if you touch them with the force weapon proc they will get dot burn or lose 65% armor so we don’t have to hit them 2x in order to kill them


    Sent from my iPhone using Tapatalk
    Off the top of my head, Option 1 is an interesting-sounding weapon. It's not the Forcebreaker. I'll see about something in the future that has a sustained pull 'pulse' (tick time TBD). Cooling for 12 seconds on top of the 10 seconds activation would be 22 seconds - which makes sense but if this is actually pulling in 10 targets every half second or so we'd need to start the cool at something like 36 seconds for balance, and see if we can crank it down from there (given other trade-offs in the stats department).

    Option 2 is also for something else. I like the idea of a damage aura with a DoT effect that extends beyond the aura intersection duration - and vaguely recall doing that with an accessory a few years back - but it's worth considering for a different weapon.

    So, with respect: no on both counts but I appreciate the creative ideas! :-)
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    can decrease cooldown of pull? if pull mobs cant proc another weapon because its on cd

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    Buffing the amount of mobs surely helps, but definitely remove the cooldown on pull mechanic as well. Rusk sword doesn’t have any CD - and it does indeed pull with every attack, not even needed to charge it.

    Cooldown makes sense only for that damage buff Force weaponry gives
    @Cinco

  24.   Click here to go to the next Dev post in this thread.   #100
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    Quote Originally Posted by kingsfro View Post
    can decrease cooldown of pull? if pull mobs cant proc another weapon because its on cd
    No. It's only 7 sec and you're buffed for 5 so... no. :-)
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