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lordaeolos Arc User

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lordaeolos
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Comments

  • This looks like a great start, and I look forward to more transparency and working hand in hand to make an even better game. But I do have a request: Seeing that "Progression and Rewards" is the Next CDP topic and is something of a spin…
  • (Quote) @"noworries#8859" I concur, Creeping death, even with the rework is not a viable alternative to Executioners gift in any scenario. Couple of ideas here (seeing that unlimited stacks would cause server issues): Alternative #1: R…
  • (Quote) I second this. The damage increase is a welcome improvement on this set, and makes it slightly more valid for content outside of the new module (it certainly won't be BiS outside the new content, but it may be "good enough" for ToM…
  • (Quote) I'm a huge fan of this suggestion, and it has been suggested a number of times, going at least as far back as @hastur905 's "Bubbles" video back in 2018: https://www.youtube.com/watch?v=7XHXLdRGeiI This would be a great way to enh…
  • (Quote) This is a great call-out... I like to count myself as one of the "Math Whisperers" in the game, and end up helping a lot of people understand why some pieces of gear/ feats are better than others. There are even a number of end-gam…
  • There have been a lot of great suggestions in this CDP topic that would help with content accessibility... and while I would like to see more work done in game to help those with disabilities (hearing impairment / color blindness etc), I'm going to …
  • (Quote) Honestly, I don't feel that scaling has provided any benefits to the player community as it was implemented, all it did was slow down content and create frustrations for some people, while leaving most people scratching their heads as to why…
  • Feedback Overview There a is a huge gulf between what I perceive as three distinct groups of players. To mitigate this I suggest “step ladder” difficulty of skirmishes, dungeons and trials along with appropriate rewards to make a clear path of both…
  • Edited the version posted to the link above to include a clean up of some of the pages, added more measures including effectivness and dodge... Cleaned up Dashboard: (Image) More data for ACT Like Page: Cleaned up Finder: (Image) New Page f…
  • (Quote) Sorry about that. fixed now
  • (Quote) I laughed too... So far everything I've tested on every single class I've tested appears to be broken... it's so daunting at this point that I stopped testing today and I am probably just going to come back into this in a few days using a g…
  • Bug #1: Round 1 seems to be fine, but after transitioning to round 2, enemies have roughly twice as many hit points, and output roughly 3 times more damage. The only adjustment to round 2 should be that we have no artifacts available. This is the sa…
  • (Quote) We can see from a lot of bug reports that there is a ton of stuff not working properly on test right now. Also, you are comparing apples to oranges here, as well as including crit sev buff, which falls into a different place in the formula. …
  • (Quote) Sure this is a simple matter of basic math. Take the Wizard for example: With the arcanist paragon we can have a near full time damage buff of 15% just with arcane mastery Meanwhile the thaum paragon (assuming you run CC and SD Class f…
  • https://www.youtube.com/watch?v=J6FVFN5TuiE enough stated. (Quote) yes, but it also means that the 3% bonus will not be applied equally to all classes, or even between paragons inside the same class... No offense, but with the basic information th…
  • https://www.youtube.com/watch?v=J6FVFN5TuiE enough stated.
  • This is from someone who enjoys crafting, wishing it had more long term value, and feels the pain of crafting losing viability rather quickly. Masterwork is not and has never been designed to be a profitable venture for the player base, it is meant …