I post this here too because I don't know if devs and mods are reading the other thread anymore.
I think, as co-leader of a small guild without alliance and all players are friends in RL, this dungeon Keys thing, bug or feat or whatever is, will create to us a big problem: we won't survive. We run dungeons and skirmishes and trials, and atm we are forced to decline some contents of the chest because of their value . The rewards in VT or MC or ELOL are always less then 5000 AD/3500 with VIP, the price of an epic key, the rewards in the second chest are not worth at all the 20 hours to craft the key, and sure never the price of a leggendary key at 25000 AD. This is just crazy. In ECC, EGWD, and ETOS we usualliy decline belts and rings, if not with the free daily key, but 70% of the times we find those. The mid bosses in dungeons are not dropping savageable anymore, just insignas or peridots if we are lucky, and the last bosses peridots or aquas (only some T1). Even in CN we feel lucky when we find a R6 or R7 dropped by Orcus, because the first boss in CN drops very rarely and the second one never lately, we think is bugged or somthing like that. Here too the second chest is declined 90% of the times because of some +1 or +2 rings and a shard of Shadowclad, and the price of a legendary key is not justified at all. We don't run FBI for 2 reasons: 1) because some guildmates cannot enter, and we run contents only as guild, 2) because we are not having fun at all been forced to do HEs for hours for voins and praying to find boots, here too always R5 from end game maps HEs.
here's the thing, I would like to ask @mimicking#6533 or @terramak or any other dev, what a small guild have to do to survive and to feed our SH mimic without a such big loss (50ZEN/25K AD key vs average <5k AD rewards)? As devs did you thought about the impact this change will have on small guilds? I would like some mods like @ironzerg79 or @tripsofthrymr or @kreatyve answer the same question, how can a small guild will survive after this change with the SH mimic to feed?
Thank you for the reply, if you will reply at this, and sorry if I'm just wasting your time.
So if you have left @emilemo then why are you still trolling the forums, being combative with other players still playing the game. Follow your own advice and disappear. I won't miss your my IL is bigger than yours bravado.
Baiting people by asking them why haven't they left yet if they are so dissatisfied with the game is the actual trolling. I still have value invested in the game so I'll hang around for a bit. Also I plan to voice my opinion regardless of its reception.
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
So if you have left @emilemo then why are you still trolling the forums, being combative with other players still playing the game. Follow your own advice and disappear. I won't miss your my IL is bigger than yours bravado.
Baiting people by asking them why haven't they left yet if they are so dissatisfied with the game is the actual trolling. I still have value invested in the game so I'll hang around for a bit. Also I plan to voice my opinion regardless of its reception.
I don't think I'll ever come back to this game. At the end of the day this game is purely a scratch ticket scam. Its tons of recycled content and unregulated gambling. For all we know the rares don't even have a chance of dropping out of chests and lockboxes 99% of the time. Theres just no transparency whatsoever.
Even with 100% of total HP as shield BO is worthless in my opinion because it will not hold where it matters the most. For example: twin scorpions, Orcus, FBI etc. Anybody is welcomed to prove me wrong. I'll be happy if Im wrong.
And before some 4k Paladin jumps in and tells me he can tank the scorpions without temp hp do keep in mind this game is populated mostly by undergeared players. They have to be able to tank too.
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
It totally is, and this dungeon key nerf is going to totally kill this game cause it directly effects the remaining player base which is mostly all gambling junkies who love to pop those chests and lockboxes. if you are going to have a randomized loot reward system that relies on us spending money, we should get to know the exact reward chances JUST LIKE GAMBLING. The very fact that this company purposely hides every single randomized chance behind vague descriptions just screams scam artists. They really should be required to list the odds. In the states, specifically the state they are based out of, lottery is required to list the odds on every scratch ticket.
I think the Paladin is now a full fledged junk El Camino, looks cool but we dont know what the hell it is for. Either give them dps, better buffer or make them better aggro tanks. A hybrid will never be wanted on a team if it cant protect the party or add to the dps. As it is now.....NOBODY requests pallys for PUGs. Want me to post 5 days of zone and LFG chat to prove my point? Dont tell me to team with my guild. They only bring us to be nice, not because we are needed in any way. This is coming from a 4.1k tricked out Pally. Get rid of us or give us a role. Oh wait....my role is solo....forgot.
+1 but unfortunately they don't care..... They have done absolutely nothing to make the paladin class better, all they have done to us since they released the class is continually nerf it and now it's seems with these new changes this might be what it takes to officially kill our ability to tank, it seems they want all paladins to be healers that are not needed by any end game group, they should rename our class solodin.
so CS adds another 40% damage on top of whatever i already dealt to the enemy? You sure you got it right this time? Because on live server the GF dealt way more dmg ( up to 70 mill based on party member initial 14 million hit).
The issue was that damage enhancing powers on the players affected by the commander's strike buff were actually enhancing the buff. This is now resolved, so you won't see commander's strike creating multi million damage hits out of hits that should have only been in the tens of thousands now.
""Circle of Power The effect of circle of power now lasts 10 seconds, down from 20. The cooldown of circle of power has been reduced to 28 seconds, down from 60. In accordance with this adjustment, additional ranks of this power now grant 2 additional seconds to the effect per rank, down from 4. The additional effects gained by Circle of Power when the Paladin has Oath of Devotion or Oath of Protection (30% more outgoing healing and 25% damage resistance, respectively) are now also granted to allies standing within the Circle of Power. This effect does not stack with multiple Circles of Power.""
Does the dmg bonus also apply to allies ? Or is it the choosen oath bonus only?
As indicated in the tooltip the additional effects are now also granted to allies.
Please consider a DRUFI Fix that when she casts her second "ultimate" which requires you to stand behind an ice block, you can sometimes ( more often than you like it) deal more dmg to her so that she skips her ice casting ability leaving you with only 1 casted ice block for 2 ultimates to survive. If i am doing math correct i dont see how a party that is doing decent damage can surive 7 million dmg without the divinie protector as of right now. Are we supposed to deal less dmg and wait for her to cast all of her abilities just because we are too good ? I dont think so.
You are not supposed to survive Call of Winter without permafrost to hide behind. Powers like Divine Protector were completely over the top and allowed an entire party to completely ignore mechanics and just let the Paladin eat a soulforged.
The experience you are describing only happens the first time Drufi casts Call of Winter upon reaching 60% health. Subsequent uses of Call of Winter are timed as part of the rotation she uses when both her runes are active. Permafrost only disappears when it is recast, your party has destroyed it, or you have tanked Drufi near it and she has destroyed it. If she has cast permafrost one time before Call of Winter, you should conceivably have shards to hide behind.
If you are burning Drufi down fast enough that she has not cast permafrost a single time during either ice phase before she hits 60%, you have chosen to deal with Call of Winter with no defense. You can easily slow down for a few seconds during her second ice phase before pushing her if you'd rather avoid the damage.
So basically you have killed OPs tank for good now? The only i repeat The only reason ppl wanted a pally was its capability to soak thos bazillions of dmgs during giants phase..now its NOT more possible so what shall we do??
Is this the new craptic play style? No more tanks, just uber dps guys and hope for the best?
A vast majority of the changes to Paladin's powers are actually buffs. We've made a number of abilities more usable. We'd like players to really give Absolution a try if they're just looking for more survivability. For those having trouble casting it on themselves when with party members, please keep in mind if you are targeting an enemy in front of you, you'll cast it on yourself. So give that a try and please continue to send your feedback.
I'll make a preview forum thread today to discuss the changes and talk about why we made them, but essentially, we'd like to remove the concept of invulnerability and completely ignoring mechanics as a result. But we'd like Paladin to continue to be a strong option for tanking.
0
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
so CS adds another 40% damage on top of whatever i already dealt to the enemy? You sure you got it right this time? Because on live server the GF dealt way more dmg ( up to 70 mill based on party member initial 14 million hit).
The issue was that damage enhancing powers on the players affected by the commander's strike buff were actually enhancing the buff. This is now resolved, so you won't see commander's strike creating multi million damage hits out of hits that should have only been in the tens of thousands now.
The Tyrannical Curse debuff has only been working like that buff since what...Mod 4 @asterdahl, I think it is time it was fixed.
cromejohnsenMember, NW M9 PlaytestPosts: 207Arc User
The dmg bonus from Circle of Power granted via the oath of protection does not apply to allies in the same party. Can you take a look into this. However the DR buff is granted.
so CS adds another 40% damage on top of whatever i already dealt to the enemy? You sure you got it right this time? Because on live server the GF dealt way more dmg ( up to 70 mill based on party member initial 14 million hit).
The issue was that damage enhancing powers on the players affected by the commander's strike buff were actually enhancing the buff. This is now resolved, so you won't see commander's strike creating multi million damage hits out of hits that should have only been in the tens of thousands now.
The Tyrannical Curse debuff has only been working like that buff since what...Mod 4 @asterdahl, I think it is time it was fixed.
Resolved an issue wherein the damage increasing effect of Tyrannical Curse would scale with the player's power. The effect now increases the damage affected enemies take by 20% consistently as indicated in the daily power.
0
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
so CS adds another 40% damage on top of whatever i already dealt to the enemy? You sure you got it right this time? Because on live server the GF dealt way more dmg ( up to 70 mill based on party member initial 14 million hit).
The issue was that damage enhancing powers on the players affected by the commander's strike buff were actually enhancing the buff. This is now resolved, so you won't see commander's strike creating multi million damage hits out of hits that should have only been in the tens of thousands now.
The Tyrannical Curse debuff has only been working like that buff since what...Mod 4 @asterdahl, I think it is time it was fixed.
Resolved an issue wherein the damage increasing effect of Tyrannical Curse would scale with the player's power. The effect now increases the damage affected enemies take by 20% consistently as indicated in the daily power.
Is there any possibility to get similar patchnotes for the token of the chromatic storm, ambush drake and frost enchantment @asterdahl?
DC's daily Anointed Army on Preview now grants 4 hits of total damage immunity (0 damage taken) and the balls don't expire anymore after taking damage.
so CS adds another 40% damage on top of whatever i already dealt to the enemy? You sure you got it right this time? Because on live server the GF dealt way more dmg ( up to 70 mill based on party member initial 14 million hit).
The issue was that damage enhancing powers on the players affected by the commander's strike buff were actually enhancing the buff. This is now resolved, so you won't see commander's strike creating multi million damage hits out of hits that should have only been in the tens of thousands now.
The Tyrannical Curse debuff has only been working like that buff since what...Mod 4 @asterdahl, I think it is time it was fixed.
Resolved an issue wherein the damage increasing effect of Tyrannical Curse would scale with the player's power. The effect now increases the damage affected enemies take by 20% consistently as indicated in the daily power.
Is there any possibility to get similar patchnotes for the token of the chromatic storm, ambush drake and frost enchantment @asterdahl?
These are also issues we've been looking into, here's a few more previews:
Resolved an issue with the artifact "Token of Chromatic Storm" wherein the damage values displayed on the tooltip would scale with player power. (Tooltip only issue.)
Resolved an issue with the artifact "Token of Chromatic Storm" wherein the amount of damage resistance down afflicted by the acid debuff would scale with player power.
Resolved an issue wherein the "Repentant Dragon Cultist" companion's "Acidic Stab" ability's defense reduction ability would incorrectly increase with power.
Resolved an issue wherein the "Ambush Drake" companion's "Deadly Infection" ability's defense reduction ability would incorrectly increase with power. QoL
The "Repentant Dragon Cultist" companion's "Acidic Stab" ability now specifies the potency of its defense reduction ability (4%.)
The "Ambush Drake" companion's "Deadly Infection" now specifies the duration of its defense reduction ability (3 seconds.)
We have also made some adjustments to the frost enchantment but our QA department is still checking on those fixes.
Great news here. I don't expect an answer, but would be interested when the team started to tackle these issues. Players currently believe bugs are only being fixed when they gain a certain public attention. And quite honestly these fixes fit this pattern.
<blockquote class="Quote" rel="asterdahl">You are not supposed to survive Call of Winter without permafrost to hide behind. Powers like Divine Protector were completely over the top and allowed an entire party to completely ignore mechanics and just let the Paladin eat a soulforged.</blockquote>
<blockquote class="Quote" rel="amenar">For Divine Protector, we looked at what the original intent of the power was – a really powerful “oh HAMSTER” button that could save your entire party if used properly.</blockquote>
So... How, exactly, is that not the intended function? Anyway, with the additional nerf can we get a longer time on Divine Protector to say 15 seconds?
Great news here. I don't expect an answer, but would be interested when the team started to tackle these issues. Players currently believe bugs are only being fixed when they gain a certain public attention. And quite honestly these fixes fit this pattern.
Some of these issues have been in our internal bug tracking system for some time. With the addition of new, difficult content, we've also been making a concerted effort to resolve those issues that may otherwise trivialize that content in order to make it a more exciting and level playing field.
Often times, when fixing one issue, we'll search through our data for other similar issues that may not have yet been logged. This was the case with the repentant dragon cultist who had an issue very similar to that of the ambush drake.
That being said, bug reports do help, the more bug reports with clear descriptions of the issue submitted, the more likely that signal is to come through the noise, be it when a developer like myself sees it here on the forums, or when the community team lets us know about issues you have all been reporting.
Some of these issues have been in our internal bug tracking system for some time. With the addition of new, difficult content, we've also been making a concerted effort to resolve those issues that may otherwise trivialize that content in order to make it a more exciting and level playing field.
Often times, when fixing one issue, we'll search through our data for other similar issues that may not have yet been logged. This was the case with the repentant dragon cultist who had an issue very similar to that of the ambush drake.
That being said, bug reports do help, the more bug reports with clear descriptions of the issue submitted, the more likely that signal is to come through the noise, be it when a developer like myself sees it here on the forums, or when the community team lets us know about issues you have all been reporting.
Makes sense. Thanks for taking the time to answer
Please consider a DRUFI Fix that when she casts her second "ultimate" which requires you to stand behind an ice block, you can sometimes ( more often than you like it) deal more dmg to her so that she skips her ice casting ability leaving you with only 1 casted ice block for 2 ultimates to survive. If i am doing math correct i dont see how a party that is doing decent damage can surive 7 million dmg without the divinie protector as of right now. Are we supposed to deal less dmg and wait for her to cast all of her abilities just because we are too good ? I dont think so.
You are not supposed to survive Call of Winter without permafrost to hide behind. Powers like Divine Protector were completely over the top and allowed an entire party to completely ignore mechanics and just let the Paladin eat a soulforged.
For Divine Protector, we looked at what the original intent of the power was – a really powerful “oh HAMSTER” button that could save your entire party if used properly.
So... How, exactly, is that not the intended function? Anyway, with the additional nerf can we get a longer time on Divine Protector to say 15 seconds?
Comments
I think, as co-leader of a small guild without alliance and all players are friends in RL, this dungeon Keys thing, bug or feat or whatever is, will create to us a big problem: we won't survive.
We run dungeons and skirmishes and trials, and atm we are forced to decline some contents of the chest because of their value . The rewards in VT or MC or ELOL are always less then 5000 AD/3500 with VIP, the price of an epic key, the rewards in the second chest are not worth at all the 20 hours to craft the key, and sure never the price of a leggendary key at 25000 AD. This is just crazy.
In ECC, EGWD, and ETOS we usualliy decline belts and rings, if not with the free daily key, but 70% of the times we find those.
The mid bosses in dungeons are not dropping savageable anymore, just insignas or peridots if we are lucky, and the last bosses peridots or aquas (only some T1).
Even in CN we feel lucky when we find a R6 or R7 dropped by Orcus, because the first boss in CN drops very rarely and the second one never lately, we think is bugged or somthing like that. Here too the second chest is declined 90% of the times because of some +1 or +2 rings and a shard of Shadowclad, and the price of a legendary key is not justified at all.
We don't run FBI for 2 reasons: 1) because some guildmates cannot enter, and we run contents only as guild, 2) because we are not having fun at all been forced to do HEs for hours for voins and praying to find boots, here too always R5 from end game maps HEs.
here's the thing, I would like to ask @mimicking#6533 or @terramak or any other dev, what a small guild have to do to survive and to feed our SH mimic without a such big loss (50ZEN/25K AD key vs average <5k AD rewards)? As devs did you thought about the impact this change will have on small guilds?
I would like some mods like @ironzerg79 or @tripsofthrymr or @kreatyve answer the same question, how can a small guild will survive after this change with the SH mimic to feed?
Thank you for the reply, if you will reply at this, and sorry if I'm just wasting your time.
Regards
Miki
Merrily, merrily, merrily, merrily, Life is but a dream.
Merrily, merrily, merrily, merrily, Life is but a dream.
Lanolin should drop 100% from normal chest in FBI.
Using legendary keys on a chest should give 1/10 accumulative to get a "legendary drop" call it ring, call it legendary refinement, what you want.
And legendary keys should be available in tarmalune trade bar. So VIP makes sense again.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
And before some 4k Paladin jumps in and tells me he can tank the scorpions without temp hp do keep in mind this game is populated mostly by undergeared players. They have to be able to tank too.
Merrily, merrily, merrily, merrily, Life is but a dream.
The experience you are describing only happens the first time Drufi casts Call of Winter upon reaching 60% health. Subsequent uses of Call of Winter are timed as part of the rotation she uses when both her runes are active. Permafrost only disappears when it is recast, your party has destroyed it, or you have tanked Drufi near it and she has destroyed it. If she has cast permafrost one time before Call of Winter, you should conceivably have shards to hide behind.
If you are burning Drufi down fast enough that she has not cast permafrost a single time during either ice phase before she hits 60%, you have chosen to deal with Call of Winter with no defense. You can easily slow down for a few seconds during her second ice phase before pushing her if you'd rather avoid the damage.
A vast majority of the changes to Paladin's powers are actually buffs. We've made a number of abilities more usable. We'd like players to really give Absolution a try if they're just looking for more survivability. For those having trouble casting it on themselves when with party members, please keep in mind if you are targeting an enemy in front of you, you'll cast it on yourself. So give that a try and please continue to send your feedback.
I'll make a preview forum thread today to discuss the changes and talk about why we made them, but essentially, we'd like to remove the concept of invulnerability and completely ignoring mechanics as a result. But we'd like Paladin to continue to be a strong option for tanking.
Really? Are you so sure about that @asterdahl? Since I mean @amenar states that was the original intent of Divine Protector.
<blockquote class="Quote" rel="amenar">For Divine Protector, we looked at what the original intent of the power was – a really powerful “oh HAMSTER” button that could save your entire party if used properly.</blockquote>
So... How, exactly, is that not the intended function? Anyway, with the additional nerf can we get a longer time on Divine Protector to say 15 seconds?
EDIT, not sure why my quotes are broken here.....
Often times, when fixing one issue, we'll search through our data for other similar issues that may not have yet been logged. This was the case with the repentant dragon cultist who had an issue very similar to that of the ambush drake.
That being said, bug reports do help, the more bug reports with clear descriptions of the issue submitted, the more likely that signal is to come through the noise, be it when a developer like myself sees it here on the forums, or when the community team lets us know about issues you have all been reporting.
Makes sense. Thanks for taking the time to answer