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What is the Arc Client?
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  • Lol, even with these sarcastic compensations, I still believe some people will come up and ask for something more lol.
  • I can't login that what I know lol. Other than that, I don't even know if some players are able to login. In any way, looks like it's going to take some time to fix this mess.
  • Now I understand why you are such a smart HAMSTER. Have fun with that mentality in life, and never ever insult me again.
  • First of all everyone, I'm a developer of 5 years in the business and I can't believe I'll be defending Craptic. I can't login to the game. I know the communication is not acceptable. I know an unnoticed log off time of 17 hours is not acceptable. I know it's all, not acceptable. But jesus, please have some sympathy here.…
  • If you can understand how economics work, if it was permanent and if it was unbound to unbound trade, each rank of each enchant would have the same prices. Period. The only flaw in this exchange is to let players know beforehand that they are going to get the exhange system after the update. So that they could change it…
  • > @artifleur said: > By the way, further testing, > > If blade hurricane feat starts to work, combat will be good to go. You can see how it will be by using the feat that gives forest ghost flurry during the its time. It works, I could even manage to hit 150K crit with an at-will using that. So, once blade hurricane works,…
  • By the way, further testing, If blade hurricane feat starts to work, combat will be good to go. You can see how it will be by using the feat that gives forest ghost flurry during the its time. It works, I could even manage to hit 150K crit with an at-will using that. So, once blade hurricane works, combat would become same…
  • > @userutf8 said: > Re-tested at-wills' magnitudes (spreadsheet will be updated later today or tomorrow). > > Changes: > 1. Rapid Shot, Rapid Strike, Electric Shot and Electric Strike are no longer combos: now they have fixed magnitude for each hit. (animation is still the same) > That's a good change, imo. Thanks, devs >…
  • To be honest, all of the classes have gotten their powers reduced as in magnitude. I found melee weapon damage change as a nice update, yet it would be better if our offhand weapon acted like the other classes, or Rogues, instead of a seperate calculation reason. There are too many bugs in this patch, so I can't really say…
  • > @minotaur2857 said: > "By the way, to the ones that says, ok shut up so they can develop something good, we did shut up and this is what they gave us. I am 100% sure that no good/old HR will play this boring class if this hits live. I am not saying effective or strong, I am saying boring and meaningless. I myself started…
  • > @hastur905 said: > @noworries @astradahl > > I am not going to comment on the changes to at-wills, encounters, dailies or any of the other stat changes you made today. My only concern with today is the announcement of MoD 16 going live. This tells me that you are prepared to go live with most of the changes to classes…
  • > @c3rb3r3 said: > & > Look at Barbarian posts, and look how interactive they are. Look how much they changed it over the course of preview. Week by week, improvement. Not drastic maybe but improvement and interaction. Simply because majority of the players are guess what, Barbarian. > > Actually the changes went 2…
  • > @"kythelion#3210" said: > A few addition: > > > > Recently played TR on preview, good job on the class changes, even though the TR I had on preview has 8K IL, it was fun to play. Fast recharging stealth bar, self combat advantage, feats that actually define play style, high movement speed, effective at-wills that is…
  • I cant resist myself from typing these, really really last comments, look at the other classes, they have similar cooldowns on encounters. We have 6. Most classes have 3, some has 4, and you never ever wait for the 6 of them to be up at the same time. You hit a daily, use an artifact, run away etc. The cooldowns are fast…
  • Sorry Cryptic developers, even the players dont understand the class, after seeing those last comments, I decided not to provide any feedback on this thread. I see now this is why you cant provide a good class to HRs. Some wants a good archer, some wants a good combatter. Imho, having 6 encounters and 2 different stances…
  • A few addition: Recently played TR on preview, good job on the class changes, even though the TR I had on preview has 8K IL, it was fun to play. Fast recharging stealth bar, self combat advantage, feats that actually define play style, high movement speed, effective at-wills that is useful and additive to the encounter…
  • Since the beginning of the game, as of mod 15, we became the only class that has 3 playable feat trees. Archery, trapper and the most loved combat for sure. I didn't care about the sub-par damage of archery or trapper, I used to play them for having fun. When I needed DPS, I'd go combat and have a race with other DPS…
  • Hello everyone, I am a Hunter(16-17K, mostly specced for pure DPS) since the beginning of the mod 2, and I know mostly all of the class's mechanics out there. I need to say that I like the general ideas of mod 16, yet the execution is a bit poor to my eyes. Being able to select any companion to fight with you is great.…
  • Hey to all, I have a level 70 SW fury. I actually main HR but sometimes I put my enchants to SW and enjoy playing with it. In my opinion, what makes SW a Sw is the constant damaging numbers on the screen which is very appealing to me, but in order for these gazillion different weapon damage based damage to work well, they…
  • Different classes have different default run speeds (or run speed effectiveness). Most trackable on HR vs. TR. An HR with %100 movement speed bonus can't even keep up with a TR of %50 movement speed. This is a big issue, since move speed also affects animation speeds.
  • Totally agreed on this comment. Here is a few more suggestions + bugs: Bugs: 1- Rain of Arrows do not proc weapon enchantments at all, and strikes twice when it first lands to the ground. 2- Some of the HRs stance-based damage increasing buff do not benefit weapon enchantments that scale with damage increase buffs. E.g:…
  • Yeah, but it got bugged after I posted lol, and now fixed I suppose. In my testing, I saw an increase on Roots, but hey if it doesn't it's plain stupid. Btw, while seeker is good to have, it's not that great as u might think. I mean yeah lets say, we get a total 5% damage from DoT at best, we won't always be able to hit…
  • Yeah, u are right, entity casters are still bugging it, I just wanted to believe what I wanna :dizzy:
  • I don't agree on Holy avenger ICD erasing, and I believe 30% lifesteal chance from a weapon enchant is simply too much for a "weapon" enchant, but otherwise, lets laugh together :smiley:
  • I tested it with Planth Growth, it didn't go crazy but maybe other AoE powers still bugs it. Didn't test it for every power :sweat:
  • https://ibb.co/nCigkv After today's patch, piercing blades now only work with Base Damage, meaning not the full damage of the power. Also now it seems that it doesn't get affected by level 73 mob damage mitigation. Is this intended ? Although for blade hurricane, it is still the same. Takes full damage into account and…
  • Bug Report: Piercing blades is acting differently with this update. Behaviour before update: Piercing blades is activated once per any strike that triggers it. Behaviour after update: Piercing blades now also deal half of its own damage and goes into a loop. This means nearly %100 more damage from piercing blades. This…