test content
What is the Arc Client?
Install Arc

Comments

  • First its clear the system now knows how many mythic enchants you have claimed from the account unlocked Make so when you make a celestial enchant account wide you REDUCE the number of mythic enchants avaible for for claiming. Then when someone want to claim a celestial enchant CHECK both if has enoght celestial unlocked…
  • You can in one day earn 30 dungeon shards 20 heroic shards and 10 adventurer shards. Yet levelling a guild need equal amount of them.
  • They have already made stats system far from D&D a cleric benefits from intelligence ??? a rogue benefits from strength?
  • So earlier when we had 1% chance to upgrade we could either use 1 blue ward or at most 150 green wards Now its instead 1 'blue' ward or 450 green wards (assuming 1% also mean guaranteed to succeed after 150 fails) So in this example we need 3 times as much green wards as before
  • samurai would be a path for fighter (its a subclass to fighter in d&d) necromancer would be a path for wizard (it's a subclass to wizard)
  • Could have it reduce casting time of the healer's mark single target healing. 2/4/6/8/10 outgoing healing 10/20/30/40/50" reduced cast time on healer's mark single target healing could also have one where aoe healing people could revive the defeated ones with N% health Could add N% as a temporary health shield (like…
  • I suggested earlier they should sell some overload enchantment for 1 medallion Another possibility would be to exchange 2 medallions for bound glyph of potency But for now all with 1-29 is unlucky without any choices
  • As the cheapest item in the exchange shop cost 30 medallions could be an idea to add overload enchantments costing 1 medallion to the shop (would be annoying to have 15 medallions in the end )
  • for alts and enchants. Could make a 2nd enchantment page on character sheet and have it for account. What i mean is the game would first check if the current char had a specific enchant slotted and if not check if the account wide page had one and use it instead if first was missing. Can of course do all this with a lot of…
  • When i asked so was not combat enchants available at Bradda but seems they added them since but for 250k AD
  • So do we yet know how new players will obtain the combat enchants?. Buy 30 medallions for 1.2M AD and ?
  • Would like if they added a combat enchant that's tailored towards healers. Don't think any of the current ones is.
  • noted one error i made: rank 10 normal enchants is exchanged for 1 medallion while armour enchant is exchanged to 20 rank 10 weapon/armour is exchanged for 20 You get 20 medallions in exchange for one rank 15 normal enchant or one rank 10 weapon/armour enchant You get 12 medallions in exchange for one rank 14 normal…
  • The cheapest rank 10 enchant cost around 40k AD and you can exchange it for a medallion For weapon enchants (r8 is around 25+ k Ad, r9 75k Ad, r10 1.1M AD) For armour enchants (r8 is around 20+k AD, r9 100k Ad, r10 1.2M AD) So a rank 9 weapon or armour enchant cost more than a rank 10 normal enchant and is not exchangeable…
  • If a char/alt has full set of enchants/runestones/weapon enchant/armor enchants of the current lowest current rank I would prefer if they can get full set of the new lowest rank ( 1). If a char/alt has full set of enchants/runestones/weapon enchant/armor enchants of the current highest current rank they should get a full…
  • So the 'rank 8 weapon enchantment pack' that you get from completing the levelling adventure 'the whispering caverns' is now basically 2500 RP the equal of a 'jadeite'
  • two general things with Trials. Make so when you join as reinforcement to a running trial you actually is able to join the action, currently its only at tiamat that works Change the ui so you can see all 10 people in the trial currently its not uncommon I as a healer find myself in a group with 4 dps or 3 dps and a healer…
  • The only use I see for the number keys would be playing music out of combat. In combat should have so in perform mode each song is mapped to an encounter power (and possible at will and daily powers). Having to press pin codes during combat is something only a young player can do and even then it's unlikely to be fun. And…
  • One of my concerns is the change so things that give xp% instead give +movement speed Now will dps run ahead and die faster. Looked at diablo 3 yesterday could replace the xp% with gathering radius increase for example
  • Add an extra reward from turning in legacy quests to sibylla
  • They could make so you had two options for forte one depending on class and one depending on race. Would make the races more different and make them make a fortune in race reroll tokens.
  • They could add an option to 'restore' on the legion guard weapons Restoring the main hand to the offhand and the reverse. Question is how costly the restore would be however.
  • Yes disappointed in the lack of patch notes and explanations. Worried how finding the right targets with TAB powers will be. Healing over Time is ideal way to deal with sustained damage Direct Healing is to deal with burst damage. Shields is what's now is used to avoid attacks that else would 1 shot people. To big change…
  • The drawback with these changes (double power of enchants) is it will need less of them to hit the optimal values forcing more of them to instead be radiant(+power and +health) Could maybe lower the base stats of gear to compensate.
  • A suggestion for the ability WISDOM have it decide how much max divinity you can have.
  • A suggestion for the ability Wisdom: Make it decide how much Max divinity you can have saved up.
  • I wish scaling was simply. if you at level 80 have 23% chance to crit a level 80 mob so will you when scaled with level 15 have 23% chance to crit a level 15 mob.
  • So can healing crit and if so how is the crit% decided?
  • "-30% HP to all monsters" equals +43% damage even so is a huge change. Hope tooltips can show % chance we have vs a monster of equal level as that will make them easier to understand. 7% critical chance (vs targets of your level using your current values) N% chance to deflect ...