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

  1.   Click here to go to the next Dev post in this thread.   #101
    Design Department Cinco's Avatar
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    Quote Originally Posted by Apocalyptis View Post
    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
    If there wasn't a huge bonus to damage that you get (or may eventually get) from Cosmic Gems I would see the logic... but as things stand, the cooldown is going to remain.
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  3. #102
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    Quote Originally Posted by Cinco View Post
    If there wasn't a huge bonus to damage that you get (or may eventually get) from Cosmic Gems I would see the logic... but as things stand, the cooldown is going to remain.
    I think you misunderstood his message.

    The rusk sword does pull the enemies closer to you, but it does not act as a proc and give stat bonusses. We can keep the proc on the charged attack, but just make the basic attack also pull some enemies closer to you.
    And then when you decide to charge the weapon (proc it) if you have the cosmic jewels on your set you will get some nice stat-bonusses

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  5. #103
    Senior Member Americanarmy's Avatar
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    Quote Originally Posted by Cinco View Post
    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! :-)
    Are you able to creat a weapon that has a inferno tower effect from clash of clans/royale that starts off with small dmg per tick then increases into massive dmg every sec and like starts off at 500dmg per tick and every sec increasse dmg by some % up to 7,000 dmg per tick sustained at max strength.

    The Inferno Tower initially deals low damage when locking onto a target.
    After about 1.5 seconds, the beam starts to overheat, and its damage increases significantly.
    After another 2.25 seconds (3.75 seconds total), the tower reaches its maximum overheat state, delivering intense damage.
    This makes it very effective against high-health units that it can focus on for a longer duration. Wep could work against bosses up to yall just a suggestion for future wep


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  6. #104
    Senior Member Apocalyptis's Avatar
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    Quote Originally Posted by Brruiser View Post
    I think you misunderstood his message.

    The rusk sword does pull the enemies closer to you, but it does not act as a proc and give stat bonusses. We can keep the proc on the charged attack, but just make the basic attack also pull some enemies closer to you.
    And then when you decide to charge the weapon (proc it) if you have the cosmic jewels on your set you will get some nice stat-bonusses
    Yeah, exactly.. that would make this weapon actually very useful and not instantly outdated by other upcoming (blood) weapons.
    It’s the pull that rogues are lacking of for years.

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    Default New Rusk Weapons

    these new rusk weapons lack lust , and seek to be overpowered by the older weapons ...

    at least could all 3 rusk weapons have no cooldown on the charged pull effect , as last season rusk sword got the overpowered PULL on just a normal melee . and can pull pull pull every enemy . could you add this affect with new weapons too?

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    these weapons dont do nothing good . 5 second little buff with only cosmic damage will affect the increase . they should just add pull effect to every attack like the rusk sword and remove the cosmic buff thinga ma jig

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    Default New force weapons

    could you please rework these weapons procs . is getting over powered by lower level weapons , the reputation over the last few years of these weapons have been outstanding .

    are we really suppose to rely on cosmic sets to increase the weapon to its max potential . rather than just giving the max potential as it is?

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    Make the cosmic buff last 10s with a 12s cooldown, 5s is a little short to make use of it.

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    Quote Originally Posted by Megatr0n View Post
    could you please rework these weapons procs . is getting over powered by lower level weapons , the reputation over the last few years of these weapons have been outstanding .

    are we really suppose to rely on cosmic sets to increase the weapon to its max potential . rather than just giving the max potential as it is?
    Sorry to tell you, currently even with full cosmic set and full cosmic gems it still lack damage. With or without doesn't make a difference. The only difference is you got 2x armor...those 50%ed and crit don't do much due to the lack of damage, it doesn't really do as much as the element set alone.

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    Quote Originally Posted by Cinco View Post
    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! :-)
    For option 1 I would like to suggest u to make a weapon in the future that is exactly 1:1 like kraken aegis pull mechanic for all classes it would be the same however the proc will give u round about 100% movement speed (stacking) or maybe 90% with an additional accessory it will go up to 110% something around that. This would be very helpful in clearing maps like indigo for example or maybe a new upcoming long maps ofc once the blood artifact proc everything will die in seconds which is very good


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    Quote Originally Posted by Cinco View Post
    You could simply not do that second charged attack and instead use the combo damage to burn down the targets.
    If you said so, then the basics attack should have higher chance to apply dorce burn then..since charged attack have 100% chance to apply force burn

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    Quote Originally Posted by Megatr0n View Post
    these weapons dont do nothing good . 5 second little buff with only cosmic damage will affect the increase . they should just add pull effect to every attack like the rusk sword and remove the cosmic buff thinga ma jig
    Totally agree with this, just remove the buff its useless in anyway

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  19.   Click here to go to the next Dev post in this thread.   #113
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    Break in thread for the latest server (content) update (link).

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    Fix the forcebreaker weps discription, and also please add a visual affect like rusk sword (u can see the area u are hitting) make some glow effect or smth on basic effect. I just tested and dagger seems nice nice one @STS

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    I just checked again, attack angle seems really small (its only hitting 3-4 targets in front of me) (rusk sword hits targets even behind you) please fix. Cinco said its 200 degrees, but doesn't seem like it @ASOMMERS

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    Basically what i'm saying is add an AOE effect. Range does not need to be that big, but i think it would be a nice addition to this weapon. Rusk sword has AOE and visual effect. Do these 2 things and its perfect

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    rusk still better than force aegis so far charge attack only pull one tick and nothing more, even sb aegis pull many ticks while proc is activate and basic attacks feels like only hit 3 or 4 targets and not all get the "snare" is randomly ofc rusk better bcz basic attacks hit a lot targets so chance increase a lot too, re check this pls and thxs


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    Add AOE effect to force daggs with visual effect
    Update the description, still says it pulls 5 targets
    Thanks for not removing my comment

  26.   This is the last Dev post in this thread.   #119
    Design Department Cinco's Avatar
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    Quote Originally Posted by Brruiser View Post
    Add AOE effect to force daggs with visual effect
    Update the description, still says it pulls 5 targets
    Thanks for not removing my comment
    Description is updated!

    We won't be adding an additional AOE effect to the force daggs.

    Best wishes!
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    Thanks for replying me here , thought you guys were being rude.
    The weapon hits way more targets performance over visuals I guess. GO STS !

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