Greetings!
We are aiming to get M19 out on Preview (Mimic) today, May 22, by 4pm PT. Due to the holiday weekend, official feedback threads will not go up until next week. As a reminder, all content on Mimic is subject to change but we hope folks enjoy exploring the content and continued story of Avernus!
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Comments
Yep and wizards have extremely long cool downs. Everything has become too hard with such a enormous grind that it has sucked all the fun out of the game. I can not and will not recommend this game to anyone I actually like. It has been designed by a small but very vocal set of forum users. What the average user wants does not matter.
R.I.P. To the game I used to love.
Maybe I'll start playing again in mod 20.
- Warlock's Soulpuppet (and probably other entities like Frozen's Journal Ice Warriors) apparently count for the "magnitude/target count" formula of the new heals. The situation is already bad now (they count for the 15 target limit, noticeable in ToMM), this seems worse.
- We are the only class who cannot offer any kind of "extra HP" now. Maybe making Astral Shield work like it did pre-m16 (area on the ground, did not limit the caster in any way) could be looked into. The old Anointed Army mitigation effect (similar to the Barkshield enchantment) could be given back too.
- The mark mechanic seems kinda erratic. I needed several tries to mark the tank successfully.
- The marks for Paladin and Cleric are identical. Please make them different.
- The mark symbol gets hidden easily by the target's HP bar and Name. Maybe making them stand a little higher would help? Or at least make them have "z-index priority" so they appear over the HP bar, not under (IDK if that's possible, considering the HP bar is UI and the mark seems not to be).
- Not having an explicit way to get divinity back is annoying.
I tried doing IC and I just couldn't manage divinity in a decent way. This was kinda expected, I'm new to the mechanics after all, but it got me concerned. I'll do some more testing later.
What excactly do you mean? At least explain it if you say something like this.
I've heard from others that the healing changes ends up with larger heals, to the point where clerics are asking for some sort of shield or temp HP instead. Need to look at the whole picture, if before the healing is x(1.6+1.1)= 1.76x where X is the healer's heal (1.6 Out+1.1 Inc) and the equation changes to 1.5x (1.3+0.05)=2.025x is the incoming healing/outgoing healing still a nerf? Granted, I am assuming that the 50% nerf to one side is a 50% increase to the other but, the point is, we need to know how much healing has changed on the healer side before we can flat out say that it is a nerf.
Was this removed by mistake?
Can anyone imagine how I feel when I had 5 Darks R15 and had to sell them at a bargain price to be able to make Tacticals that were not even finished because of a boot that was only Bis for 1 module? Will the same nerf be applied to the Darks? The price of Tacticals dropped from 2.5 to 1.9, while the Darks that appreciated, only on the first day of the preview.
In module 16 I had an absurd loss with the Black Ice, Demonic enchants (I still have 4 because I couldn't sell), Gigantic and Draconic that I had in my char's. And just to remember, before module 16 I could easily change the enchant, they were all viable, now there is only Bis and what is not Bis, and this is horrible.
In a topic that I created to talk about weapon and armor enchants, I said that for something to be good, I wouldn't need the other to be bad, but all I've seen so far in this preview is that the game remains with that thought.
nice. trying to kick players again like in mod 16
also 4 new rings 2 offence and 2 defence really nice ones even is +Atwill dmg is HAMSTER are rings that really want