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Messages - Ryko Stormeye

Its a lot harder as a a physical player (melee/archer) to get the rare mats you need for your weapons/armour than as a mage.

Rare Ores - Golems - A Q3 R50 acid tranmuted bow does 20 or so damage where a acid bolt does 38-40 damage
Snow Hide - Ice Jarl - A Q3 R50 fire bow does 30 or so damage where a acid bolt does 38-40 damage.
Exarch Scales - Sun Exarch - A Q3 R50 acid bow does 15 damage where a holy bolt does 40.

The healing & regen of these high end mobs making getting the materials you need alot harder as a physical player than as a mage.

Can something be done to balance this out?

I dont want to play as a mage to get the mats I need to play as a physical player
General Discussion / Re: Discussion: Patch 4.1

@Ktorr @Rimamok
Number tweaks of essential aspects of the game like this one cost a lot more time than coding.
It may feel counter intuitive, but testing functionality is binary. Either it works according to specifications or it doesn't.
But anything that involves tweaking takes a lot of time to validate.

The community often jokes about xml changes, but honestly, they are the hardest. ;)
I understand some things take more time than others, but considering it took about a month to do this patch, and what will all the other stuff that is on your road map that you consider "essential" for Launch, I don't see how you can realistically continue to claim that you still plan on Launching by the end of this year.  Which is only about 10 weeks away.

They have said many times one dev works on the small patches whilst the rest contiue to work on the big ones i.e the next 5.0 patch.
General Discussion / Re: Discussion: Patch 4.1
Confirmed only working on new crafted.  For some items the new durabilty to less then than old.  I.e. leather gloves and shoes.
Because you cant see the base durabilty of armours its hard to tell if its working correctly.

GM Marc confirmed that Wisdom does not affect melee weapons, bows or staffs.  Just incase anyone is testing and notices this.
Suggestions / Re: Merge all reagents to one
How about the best of both?

Make each school only castable with one reg type and each spell cost 1-4 qty of that reg.

Air- Mandrake
Earth - Resin
Fire - Sulpher
Water- Nacre
Witchcraft and Necro - Bone
Spellchanting and Arcane - Ash

You could then make each reg cost the standard 4gp each.  This would also work as the devs are removing and reworking lesser and greater magic. Another benift is for single school mages only needing to take out one reg type with them.
Suggestions / Standardize Spell Unlock Levels
I think it would help players to Standardize Spell Unlock Levels as follows. With signature spells associated to that school coming at the levels indicated (e.g. Stormblast is a signature spell to Air)

1   Bolt
5   Debuff to Magic Damagic e.g Lightning
10   Shield to Magic Damage  e.g Lightning
15   Signature
20   Signature
25   Charge Up Ray
30   Signature
40   Buff Other Magic Shield e.g Lightning
50   R50 Aoe
60   Signature
70   Signature
80   Field AOE
90   R90 Aoe
100   Signature

The reasons for this suggestion are as follows;

1). New players can choose a school and know when their damaging spells are going to be unlocked as they no longer will be buying them, they wont see when they can "buy" their next spell.
2). The power (damage projection) progression of the school is kept the same no matter which school you choose.
3). It makes it easy for the devs to see which schools need a tweak as certain types of spell are missing from certain schools e.g A holy ray
4). Knowing that a school should have a a signature spell at R100 for example gives the devs a reason to adjust a spell for that type of big final unlock, something to want to work towards. I,e, maybe making Earthquake or Tornado a big final AOE spell like Volcano in Fire or something fun.

Great thank you
Suggestions / Merge Mental & Maledition stats into one
The Mental  & Maledition protection stats and spells have never been really understood.  They both protect against the affects of certain debuffs but no one seems to know which debuffs and how they work.

Would it not be better to merge them into one stat "Debuff Protection" (Call it what you like) with a easy to understand stat like % chance to resisit the affeect of debuffs?
Suggestions / Filters for Meditation Window

Please can we get filters or sort options for the meditation window.  I would like to not see skills/spells at 100 and maybe be able to see all magic skills or say all earth magic skills as a filter option.
Bugs & Feedbacks / Re: forum colors
The new theme is hurting my eyes
The Key bind option looks like this in the input binding menu

Gui Hotbar Row 1

You could set

Gui Hotbar Row 6 - TAB
Gui Hotbar Row 7 - Q
Gui Hotbar Row 8 -E
Gui Hotbar Row 9 - R
Gui Hotbar Row 0 - T

That way anytime you swap to a hotbar (using a weaponbar slot bound to a hotbar column) all the keys 1-5 and TAB to T would be contextual and you would be able to see the cooldowns of all abilties and have them all within reach of your left hand.
I think its the same on all food as the skill survivalist was base baseline. So all tooltips for food will need updating
General Discussion / Re: Server Status
Maybe do what EvE does and show in the launcher how many people are online?
General Discussion / Re: New hotfix
They have still not fixed the tooltips when crafting to show the new protections and trait values.  The New Dawn Crafting Spreadsheet cant be updated till its fixed.
There are alot of these icon in the wrong place e.g. in Dagnamyr the workstation icon is not near the workstation.
Where I see a big gap in the system is for the cleric/priest role one who needs good protections, doesn't intend to do a lot of offensive damage but needs good magnitude and mana regen for heals, buffs and debuffs

Maybe the new bone will fit that role as it will have bonuses to magnitude and mana regen and more protections than robe.  I guess from a roleplay point of view it does not fit in with cleric/priest,,maybe a shaman/druid?