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What is the Arc Client?
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  • @agilesto Rarely have more than an hour or so a night to play, so I'm still running an R8 I got from the trade-in, but I've literally never seen it proc. Related, what is yours slotted in? I don't know the game code, but it doesn't seem out of the question that they might only go off in certain equipment slots. Mine's in a…
  • "Here, have a healer companion that can give you 5% of your health every 30 seconds!"
  • Any word on getting Tenebrous to actually proc?
  • It's basically what they did before- one mod, the Sentinel got a proper tanking kit, but queues didn't recognize it as a tank, so fewer and fewer people tried to actually tank on it, and dev support for that playstyle pretty much dried up. Thus, it's important to be very clear that the reason their stats would show few…
  • Well, most of the dev team that's on the game now wasn't, then, so maybe it's time for another look.
  • If you envisioned your paladin, fighter, or rogue as a "freehand" fighter, that's all the reason you need to make the offhand invisible. Barbarian Guard is blocking with a weapon. No reason paladin or fighter one couldn't be presented as doing the same. A lot, but not all, of the Ranger's Combat animations would still look…
  • Tenebrous Enchants still do not trigger (at least, rank 8 when slotted on a ring. Have not tested with any other rank or item type) Barbarian feat Blood Fury: Primal Fury can still fail to trigger when used late in Unstoppable with an "insufficient Rage" error message, despite supposedly having its cost reduced to 0 when…
  • Ah, the ivory tower logic, that it's more important for you not to have overcapped stats than for more casual players to be able to access the game. Keep combined rating. It's about the only source of Accuracy in the game for Fighters.
  • Still so many problems with Sentinel. One of the biggest ones is that there's no reasonable way to get back stamina. Higher strength means faster passive regen, but when "challenging" content means "breaks block in one or two hits," having our only stamina source be an encounter with a 23 second cooldown and no long-term…
  • Also, higher grade tools seem to be locked because it's expecting a higher "profession rank" on a profession with only one rank. Combined with the fact that you can't buy injury kits that you're too high-level to use, most of the ways of making defense supplies are less reliable or usable than I think they were intended to…
  • Malabog's Castle mobs are grossly overtuned- Krol Nightforge is bad, but the Fomorians are especially egregious, hitting for 260k+(pre-mitigation) on normal melee attacks from Totemists. Even if ideally geared, that's 2-3 hits before death, 4 if you get lucky and deflect. This was what we were supposed to be RID OF in…
  • What on earth is the design intent between clamping ArP and Acc lower than their practical cap for scaling content? What are you looking to accomplish with that particular choice? Why is it so bad that players actually be able to do full damage to mobs in scaled content?
  • Nothing you said is wrong, but at least it's a step in the right direction. The rubber banding has been a big QOL issue with the new content that's supposed to be driving this mod, so it makes sense to prioritize it. Still, do want to signal boost the issues you brought up. The issue with mob CC isn't that there are a lot…
  • What god does your paladin serve? If they serve one of the elven gods, ranger can be a good narrative fit. If they're a zealot or avenger-type paladin, barbarian can work well.
  • Ironically, it feels like the powers that you most need to go off RIGHT NOW, the defensive self-buffs, seem to have the longest cast times. I feel like some of these are only as long as they are to give reaction time in PvP... But the benefit they give is too minor to even be worth interrupting. Barbarian has a similar…
  • You know, I'd love to not knock things around. I'd absolutely love that. I'm melee; things I knock away, I then have to chase down again. Unfortunately, the devs, in their ...wisdom, gave the Vanguard exactly zero usable AoEs that don't have knockback. I'd love it if they switched Shield Slam from a knockback to a prone,…
  • I haven't been able to rack up any, either; my understanding is "punch runic mobs, resonance falls out... unless you're in one of the many bugged encounters where resonance does not fall out of punched mobs"
  • Oh, definitely. I'm happy to spend 5 bucks a week on a game I'm enjoying; no different from a beer with dinner. I'm not about to spend 40-50 bucks on some zeroes and ones, though.
  • Yeah, with this many patches without them even mentioning it as a known issue, I'm worried that the completely useless combat companions are a choice, not a bug, like a broken weapon damage coefficient or something. It kinda feels like companion abilities are supposed to have a magnitude that functions off your weapon…
  • You're acting like this is a new mechanic; healers have been gearing for crit forever, and having no useful secondary stats turns a sizeable part of the itemization budget on most gear into dead weight. I do understand you, but your arguments are all fatuous blatant strawmen. If your cheekbones are visible bright red, you…
  • I guess that explains why everything is deflecting; I'm grabbing every source of Accuracy I can and still sitting at around 25k.
  • Possible- still a bug, since there are no non-paragon AoE's other than Shield Slam, which is also why the Vanguard is so frustrating to play in groups, since you can't spread around threat without sending things flying.
  • Sure. Why should ANY stats be useful for healers? They already don't need accuracy, arpen, or combat advantage. Take your strawmen with you when you leave, and don't let the door hit you on the way.
  • Is there any hope for Fighters, Paladins, and Barbarians to get more engaging, less restrictive feat trees like the Ranger, Rogue, and Wizard? Is there any plan to make it easier for players to gauge their effectiveness in a given zone? Either through a "your crit chance (etc) in this zone" section of the character sheet,…
  • On top of which, they've removed the ability to inspect companions on the auction house or in the collection window, so you have to go outside the game, to a resource that may or may not be up to date, to have any clue of what they do... or else buy blind. I'm hoping that was a bug and not a deliberate design change.
  • If crit resist is applying against heals, that's... a pretty twisted paradigm, if intended.
  • You might think so, but it's worth noting that even the non-tanking trees for those classes are just lackluster and restrictive compared to the other classes, with a dearth of well-designed feats that don't fixate on a single power. Rangers don't have that problem. Rogues don't have that problem. Wizards definitely don't…
  • It's especially egregious on the so-called "utility" powers. Looking at Iron Warrior, Absolution, Daring Shout, Ignore Weakness, Come and Get It, and Enforced Threat in particular- these have long cast times, long cooldowns, and underwhelming effects. Regardless of stated design intent, damage output from mobs is still…
  • I really do think level 13 is too early for a final exam boss- and he's not even really that. You can avoid his spinning strike and still get eaten alive by his autoattacks if you miss a dodge. A lot of zone bosses have this problem- they still spawn just as many adds throughout the fight as they always did, but leveling…
  • The issue on the vampires is less their damage output and more the combination of decently high HP, an immunity dodge, and a knockdown with a short enough cast that a pack with two or more vampires (given the aggro range of mobs in Van, it's not unusual to end up accidentally fighting two packs at once) can just chainprone…