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Messages - Ub3rgames

1
Announcements / Re: Server Status
Server is back online.
2
Announcements / Re: Server Status
Server will go down for regular maintenance in 1 hour. Estimated downtime of 20 minutes.
Think of packing your mounts and their inventories before that.
3
@Azmoodeus
Having no protection on shields makes necro/arcane more effective in some situations, it is part of the balance.
We liked the comment because we were about to mention it as some of the niche some schools might have due to their damage type.

Some schools are designed to be bolt reliant, others are rotation reliant. You have noobtube schools and more technical ones.
Then you have the damage types, who either synergize or don't or have specific targets who are weaker to them.
The bottom line is that there are clear player "tastes", and people should not expect to be good at all schools.
If you rely on r50s a lot, then there are schools with strong ones. Earth magic in this patch should also feel good with its r50.
The buff in damage also buffed its debuff component.

@Pallist Horror
Leisurely might have been Franglish. By that we meant that the progress is constant and uneventful.
We released today's patch as it was completed and didn't need to wait for Update 3.0 to be released.
Note however that pop has been consistently on the rise for a few weeks now, including NA time.

@Battle Smurf @fitteslim
The current push regarding PvP is to buff holdings and tie them to the racial wars.
That's about 70% completed, though we had to take up a couple week off that dev to help with necro/signature spells.
Then we'll go after the warfronts, for smaller scale daily PvP with less upfront investment.

@Unknowm Mantra
For earthquake leveling, it will remain a pain for a bit, but the next patch should solve a lot of the magic grind, including earthquake.

About Necro in general:
One of our worry is that the numbers do not seem strong "on paper" and that may cause a mental block.
We need Necro mages to "feel" their success rate before/after, as they are the ones most used to what they could do before.
Same for targets, especially physical characters, what kind of pressure do you feel post patch.

In practice, we've found that the current values are pretty effective when compared to other schools, given the value self healing has.
However, targets felt that beyond health, they did not feel secondary stat pressure. This is why we ended up not nerfing the damage and having a higher leech percentage.
Another aspect to take into account is also that Necro has strong signature spells and death fog could be impressive in group fights.
4
@Azmoodeus
We strongly disagree about adding r50s or rays to all schools. Schools need to feel different in usage.
That way, players can focus on trying to find what works for them and balance remains a lot more subjective.

@gosti
Noted, thank you.
5
@Valar
We wish it were xml. Most of these changes were impossible within the existing framework and it had to be expanded.
We hit a snag on Necromancy and wasted a full week to get it to work reliably and provide backup on the signatures.

@gosti
We didn't really make specific rules for mounts. What is your concern?

@lambdaExpression
We're creating the UI for the bindstones, so that's not a general UI patch, just doing what we need for the feature.
Though we may do a bit more QoL during the summer while more in-depth mechanics are worked on.
6
Game Update 2.1: Necromancy and signature spells

The theme of this patch is finishing up on the mechanical changes for magic.
Our general goal with magic is to have schools that play differently, as bundles of spells.

For example, Arcane Magic is predominantly a bolt school, and as such, we buffed Sacred Missile to be the best bolt in the game damage wise.
Tied with it will now be Acid Arrow, with earth being more of a brute force school, with little side effects to its damage spells.
Necromancy ended up not needing a damage nerf, as the lack of stamina damage is quite noticeable in practice, and we increased its leech to 10%.
We'll see how these values play out in player hands, but we've separated PvE and PvP percentages do reflect the differences in accuracy.

Healing chant and Earthquake should mainly be used during group fights.
We expect earthquake to be tricky to use but with a high pay off as a disrupting tool. It does more damage than field aoes, has a similar area, but requires the caster to be in the thick of it.
Healing chant should be a good push under fire, or top off a group tool, but it won't be as effective as cross healing in smaller scale.

Wall of Force has mostly been bug fixed, with its area of effect and visuals now matching more accurately. Others have been fixed in the same way, but this should be the most noticeable.
And finally, come hither now provides a short impact damage protection, which makes it more of a support spell and no longer the best nuke in the game.

Necromancy:
- When a player has the Necromancy title, Necromancy damage spells will leech 10% of their damage on players, 5% on monsters.
- Unholy damage no longer does stamina or mana damage.
- Eye rot damage type changed to unholy.

Signature spells:
- Earthquake now allows to move while channeling, has an increased cost but does less damage to the caster.
- Healing Chant now allows to move while channeling. Self healing is reduced compared to outgoing healing.
- Come Hither now adds impact protection to the target.
- Wall of Force's effect and visuals coincide better.

Other changes:
- Holy damage type no longer does stamina damage, does 40% mana damage.
- Damage increase for the following spells:
    - Sacred Missile
    - Acid Arrow
    - Corrosive blast
    - Disintegrate
- House doors have a 1h cooldown after destruction.

What's next:
After this patch, what's remaining on the combat changes checklist are missile fury and the review of polearms, maces and greatclubs.
Work on equalizing the magic and physical grind is nearly completed, and should come with a higher impact on utility potency from having the title.
Progress on holdings buffs has been paused to help complete this patch's framework changes, but will resume after missile fury is completed.
Progress on bindstone quests is moving at a steady pace. We are now in the interface phase. Still quite a bit to do.
7
Game Update 2.1: Necromancy and signature spells

The theme of this patch is finishing up on the mechanical changes for magic.
Our general goal with magic is to have schools that play differently, as bundles of spells.

For example, Arcane Magic is predominantly a bolt school, and as such, we buffed Sacred Missile to be the best bolt in the game damage wise.
Tied with it will now be Acid Arrow, with earth being more of a brute force school, with little side effects to its damage spells.
Necromancy ended up not needing a damage nerf, as the lack of stamina damage is quite noticeable in practice, and we increased its leech to 10%.
We'll see how these values play out in player hands, but we've separated PvE and PvP percentages do reflect the differences in accuracy.

Healing chant and Earthquake should mainly be used during group fights.
We expect earthquake to be tricky to use but with a high pay off as a disrupting tool. It does more damage than field aoes, has a similar area, but requires the caster to be in the thick of it.
Healing chant should be a good push under fire, or top off a group tool, but it won't be as effective as cross healing in smaller scale.

Wall of Force has mostly been bug fixed, with its area of effect and visuals now matching more accurately. Others have been fixed in the same way, but this should be the most noticeable.
And finally, come hither now provides a short impact damage protection, which makes it more of a support spell and no longer the best nuke in the game.

Necromancy:
- When a player has the Necromancy title, Necromancy damage spells will leech 10% of their damage on players, 5% on monsters.
- Unholy damage no longer does stamina or mana damage.
- Eye rot damage type changed to unholy.

Signature spells:
- Earthquake now allows to move while channeling, has an increased cost but does less damage to the caster.
- Healing Chant now allows to move while channeling. Self healing is reduced compared to outgoing healing.
- Come Hither now adds impact protection to the target.
- Wall of Force's effect and visuals coincide better.

Other changes:
- Holy damage type no longer does stamina damage, does 40% mana damage.
- Damage increase for the following spells:
    - Sacred Missile
    - Acid Arrow
    - Corrosive blast
    - Disintegrate
- House doors have a 1h cooldown after destruction.

What's next:
After this patch, what's remaining on the combat changes checklist are missile fury and the review of polearms, maces and greatclubs.
Work on equalizing the magic and physical grind is nearly completed, and should come with a higher impact on utility potency from having the title.
Progress on holdings buffs has been paused to help complete this patch's framework changes, but will resume after missile fury is completed.
Progress on bindstone quests is moving at a steady pace. We are now in the interface phase. Still quite a bit to do.
8
Announcements / Re: Server Status
Server is back online with Game Update 2.1.

Update 2.1: Necromancy and signature spells

The theme of this patch is finishing up on the mechanical changes for magic.
Our general goal with magic is to have schools that play differently, as bundles of spells.

For example, Arcane Magic is predominantly a bolt school, and as such, we buffed Sacred Missile to be the best bolt in the game damage wise.
Tied with it will now be Acid Arrow, with earth being more of a brute force school, with little side effects to its damage spells.
Necromancy ended up not needing a damage nerf, as the lack of stamina damage is quite noticeable in practice, and we increased its leech to 10%.
We'll see how these values play out in player hands, but we've separated PvE and PvP percentages do reflect the differences in accuracy.

Healing chant and Earthquake should mainly be used during group fights.
We expect earthquake to be tricky to use but with a high pay off as a disrupting tool. It does more damage than field aoes, has a similar area, but requires the caster to be in the thick of it.
Healing chant should be a good push under fire, or top off a group tool, but it won't be as effective as cross healing in smaller scale.

Wall of Force has mostly been bug fixed, with its area of effect and visuals now matching more accurately. Others have been fixed in the same way, but this should be the most noticeable.
And finally, come hither now provides a short impact damage protection, which makes it more of a support spell and no longer the best nuke in the game.

Necromancy:
- When a player has the Necromancy title, Necromancy damage spells will leech 10% of their damage on players, 5% on monsters.
- Unholy damage no longer does stamina or mana damage.
- Eye rot damage type changed to unholy.

Signature spells:
- Earthquake now allows to move while channeling, has an increased cost but does less damage to the caster.
- Healing Chant now allows to move while channeling. Self healing is reduced compared to outgoing healing.
- Come Hither now adds impact protection to the target.
- Wall of Force's effect and visuals coincide better.

Other changes:
- Holy damage type no longer does stamina damage, does 40% mana damage.
- Damage increase for the following spells:
    - Sacred Missile
    - Acid Arrow
    - Corrosive blast
    - Disintegrate
- House doors have a 1h cooldown after destruction.

What's next:
After this patch, what's remaining on the combat changes checklist are missile fury and the review of polearms, maces and greatclubs.
Work on equalizing the magic and physical grind is nearly completed, and should come with a higher impact on utility potency from having the title.
Progress on holdings buffs has been paused to help complete this patch's framework changes, but will resume after missile fury is completed.
Progress on bindstone quests is moving at a steady pace. We are now in the interface phase. Still quite a bit to do.
9
Announcements / Re: Server Status
Server will go down for Game Update 2.1 in 1 hour. Estimated downtime of 1 hour.
Think of packing your mounts and their inventories before that.
10
Announcements / Re: Server Status
Server is back online.
11
Announcements / Re: Server Status
Server will go down for regular maintenance in 1 hour. Estimated downtime of 20 minutes.
Think of packing your mounts and their inventories before that.
12
Announcements / Re: Server Status
Server will go down for regular maintenance in 1 hour. Estimated downtime of 20 minutes.
Think of packing your mounts and their inventories before that.
13
Announcements / Re: Server Status
Server is back online.
Thank you for your patience and have a nice week end.
14
Our reply today was to remind you what used to happen and what that patch note meant back then.
Context is important to understand quotes. Please do not ignore it, it will improve our understanding.

In short:
Timers have continued to shift during any regular downtime or patch procedures ever since.
There were 6h+ shifts that only occurred on crashes before that patch.

15
Announcements / Re: Server Status
Server will go down for a follow-up patch in 1 hour. Estimated downtime of 45 minutes.
Think of packing your mounts and their inventories before that.

This should fully stabilize the issue we had during the night and get us out of orange status.