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  • You lose out on the xp from killing mobs, which is more significant than you might think. I've been trying to level up every unused companion for my characters for the past couple weeks, the mob xp adds up.
  • I've been thinking about the change to having only 1 active companion. This makes it somewhat difficult to level up a new companion that you may want to use in alternate scenarios, or as a replacement for your current companion. Suggestion: Create at least 1 training slot for bringing up another companion, while still…
  • It would be nice. I have a TR still working on Omu and Bavoria zones, with less than optimal stats. It will get very nasty once she hits level 71.
  • And if I followed this methodology, i'd still be sitting there with my original level 70 BIS gear, getting my teeth kicked in while doing level 80 content. Sorry, but we're going to have to agree to disagree, I absolutely should not have to worry about maxing out stats when doing normal content - only when doing what is…
  • I am using exactly what the game his given me from quest rewards and from doing master expeditions. If I have to have "optimal" stats to do what used to be fairly trivial zone content, the game is borked.
  • StatDread ringBaroviaYawningItem Level196061960619606Power486155217165691Armor Pen374353910144402Defense375403996049330Crit509995370563570Crit Avoid323003353737859Accuracy289563102737139Deflect289303070836230Combat Advantage505445241556162Awareness219802307726673Companion Influence15.7%16%21.2%
  • Feedback: Scaling in Barovia appears to be way off. On live server, I have very little issues with most of the mobs with any of my characters. On preview, my level 80 HR was chewed up by a group of scarecrows. If you're going to take away our lifesteal, please scale regular mobs in zones so that it isn't an issue. I…
  • I can understand scaling dungeons, but why in the heck did they think entire campaign zones needed to be scaled? This just boggles the mind. Older zones should be a cakewalk. They seem to have lost sight of the fact that character progression needs to be respected, not obliterated for the sake of new players.
  • Pretty sad looking in other class threads and seeing all the back and forth with the devs - and in this thread, absolutely nothing. I guess we've been declared 'overbalanced', nothing more to do, deal with it. Just like mod 6.
  • I personally wish they'd keep "scaling" as it is on live. Change the random queues to be separate from those who explicitly queue for a specific dungeon or skirmish, issue solved... I don't understand why knee-capping endgame players should even be a consideration, just to mollify lower level characters who get paired with…
  • I personally like having the portrait as something I can right click on to bring up the party commands menu. As it is on preview now, it just doesn't feel intuitive as to exactly where I can click to do the same thing. The companion portrait is also needed so that I can tell at a glance which companion, if any, I have…
  • I did a little bit of work on some of the runic areas. My general feedback: 1. The mobs themselves are scaled fairly well. The huge health regeneration of some mobs needs to be removed though - it simply wont work for low dps classes. 2. I do NOT appreciate the instances that have the multiple tornados. Being bounced…
  • I'm trying to figure out why hindering shot has charges, but also has a timer? The whole point of having charges is to allow you to unload those 3 charges in a quick burst.... the timer kind of kills that. The timer should only apply AFTER you've used up the 3 charges.
  • I really don't see the problem with allowing unlimited exchanges. All it does is set the value of enchantments to be the same regardless of type.
  • It's Wednesday and still no official patch notes. I'll start testing again when I know what to test. If the devs aren't taking this seriously, no reason we should either.
  • Just curious if they even thought of soloability when reworking this class? Smite appears to have been nerfed with this last patch, so there goes what little dps I had. Still having issues with survivability, unless I'm just supposed to stand there with shield up, letting my companion do all the dps. We need our temp hps…
  • Assassins do appear to be more manageable. Vampires are still a bit over the top, they could be nerfed by another 10-15%.
  • Feedback: When listening to Celeste in this campaign, she sounds just a bit ... off. At times it sounds almost as if you're alternating between 2 voice actresses. She also doesn't sound quite like she did in prior campaigns. Suggestion: If you lost the old voice actress, it would probably be best to re-record all of her…
  • At the end of each part of the Elemental Evil campaign, we received a piece of blue gear appropriate to our level. Any chance this could also be done for this campaign, perhaps put 1 or 2 blue pieces in the chest at the end of each regular expedition? It just feels like the closer I get to level 80, the more disparity…
  • Is there any way we could NOT have feats, boons, etc. locked into place? It would be nice to have respecs be a thing of the past. Let me adjust things as I want, as often as I want, without having to pay for it.
  • 1. Keeping old dungeons relevant is all well and good, assuming they update the rewards. (which I doubt ever happens) This could have just as easily been done with a tarot card system like they did with Barovia hunts, without ever touching the classes. Or they could have implemented a difficulty level system, like they did…
  • Just finished playing with my Barbarian the last couple of days: 1. DPS levels are "meh", significantly lower than on the live server. Seems to be a theme with most of my characters. A slight bump of about 10-15% would make it more palatable for current players. 2. Survivability is down the toilet. "Battle Rage" provides…
  • I wish they'd change the tab ability to something useful, maybe a taunt + 10% temp hit points.
  • Assassins and vampires are grossly overpowered in this zone. Also way too much knock-back by various mobs, I sometimes feel like a ping pong ball. I seriously wish the devs would implement cc immunity like Dark Age of Camelot did back in the day, being chain cc'ed is not acceptable. My Paladin probably has a 50/50 chance…
  • @krumple01 You do realize this has already been implemented in mod 16, right?
  • I've searched several times, where is there any mention of a 20% damage boost? And considering they said earlier that HR's were doing HALF what they where supposed to, is 20% supposed to thrill me? 40% more HPs is nice, but its also accompanied by a nerf to the percent of damage reduction, I'll reserve judgement on that…
  • Hmm, so no improvements in dps for HR, and no improvements for OP survivability while solo. Guess I wait for the next patch.
  • Anyone mind sharing what they're doing that makes Justicar so soloable? I'm playing as I potentially will on live, with my current level 70 gear, replacing with appropriate blue and green gear as it becomes available. I'm literally getting chewed up in the final zone. Any particular reason why this new campaign isn't…
  • Expedition to Terminus, playing my Paladin: Enemy: Decrepit skeletons ( 1 level above me ) I can face perhaps 1 of them at a time, and have a chance to win. But 2 or more of them, I'm chewed all to pieces. I attempted twice to get through them and died both times, they are not soloable.