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  • Hello there! Just some thoughts and proposals to enforce or add other posts points: - armor bonuses need to provide statsto other contributions rather than ratings - priority should go to path of the fallen gear, maybe including Lion Guard set from Infernal Citadel. - weapon and artifact sets: some of the old ones should…
  • Hello there! Just a couple of toughts: - 100% CA uptime in boss fights looks a bit too much imho, making awareness itself too powerful after being neglected by long time. It could make sense adding that as situational bonus or a boss mechanic, for example: adding nightmare wizardry's feat functionality (CA after a critical…
  • Hello there! I would like to ask if possible having guild boons going into the additional 40% and not into stats (same as campaign boons) and raising the campaing boon cap for same option up to 10/10 from 5/5 (even 7 or 8 would be ok) in order to give players more options while capping the ratings. Thank you!
  • True, but current AD cost should be adjusted to be meainingful, because currently paying 1mil AD to upgrade a companion to legendary is way more expensive than buying 120 companion tokens by zen, even taking discounts out of that; that would also work as an AD sink.
  • Kudos, great ideas as usual, highlighted a couple of very important ones imho, and adding a couple more: Description and Goal: increase boon plot available for Strongholds, to allow different combinations without having to switch guild Area of Impact: Stronghold Risks & Concerns: guilds with incomplete structures might not…
  • Hello there! Frankly at this point I don't mind having no rewards (even though some BtA consumables/overloads as a refund for the investment would be great) and adding mechanical complexity is always welcome as long content is beatable with coordination, strategy and practice. What it still concerning me is: - Enemies HP…
  • Hello there! Latest patch seems to go imho against one of purpose of changes, that was making "skills" more relevant than gear. Why? Reducing magnitudes and divininty cost incourage spamming - anything but skill related - makes timing and divinity management way less relevant - again less skills involved because why should…
  • Hello there! I overall think the proposal is quite interesting, but I would mainly considering that as a PvP "promotion" rather than a new queue. In other words, I would leaving pre-set characters for temporary events (for example: april fools, summer and winter festival, masquerade. jubilee, at many other) in an…
  • Hello there, thank you for the fixes done and the announced ones! And here's some feedback: - I do enjoy the changes on feats, class features and powers, it seems we finally have some meaningful choices, I would like to see some improvement in design for T4 (EG is a CD clone since forever) and T5 feats (I wouldn't link…
  • Hello @asterdahl ! I apologise for being redundant and off topic on something, want just to add my perspective as well. With mod19 release, the only relevant content endgame-wise will be Zariel's challenge, because ToMM with lionheart upgrade will be a joke (6 dps runs in mod19 are going as fast and smooth as mod18 8 dps…
  • Hello there! Trying to be brief while resuming the core points: - Tab: I overall like the idea of a mark rather than channelling, holding tab on content like Zariel's challenge would have been painful, I would get rid of the holding tab effect and let the mark as a debuff (like old paladin's bane) and/or an automatic heal…
  • Hello there! I will follow the need of significant unbound loot. I want to add that is imho bad for the long term life-cycle of the trial providing such a relevant damage increase like weapons are. I mean I would love the trial keeping its level of difficulty on long term and not being a challenge until it had been beaten…
  • 100% with that, as long only a type of weapon is allowed the bonus should be good all around. Situational bonuses works better if different choices are available.
  • Impressive job, tho as long it has been stated and remarked that there won't be a split into PvP and PvE abilities an integrated view is needed, PvP fighter is anything but weak. Imo main cores of rework should go on: - "Problem 1: In-Combat Vengeance generation for PvE involves doing stupid things or waiting around": I…
  • Want just to point that: 1. People here are getting headaches or dizzy: health is always #1 priority, fix it quickly please 2. Streamers: streamers usually benefit from an higher FoV to a better quality of videos, their activities should be helped not discuraged 3. Performance: I am usually playing with 100 FoV and have…
  • Hello there! Here's my 2c: Feedback Overview Queue and reward rework. Feedback Goal Motivate both casual and endgame players to play PvP. Feedback Functionality - Solo queue should be more casual-friendly, how: 1. gear: make it scaled (ie: enchantments to r10, no legendary mounts powers, etc) 2. rewards: should not count…
  • Hi @"noworries#8859" Spark gain looks very consinstent now, as now is NOT working on every critical hit, regardless the enemies hit, unless you forgot to update this tooltip Jokes aside, that requires hotfix, thank you in advance.
  • Hello there! Here's my 2c Feedback Overview Bind rewards to content and RNG mitigation. Feedback Goal The goal is allow players to focus on the content they prefer to play (open quests, dungeon, with special remark on PvP) without feeling "forced" to run specific contents because of better rewards. Feedback Functionality…
  • What I am still missing is why focusing that much on a feat (creeping death) that in best case scenario is simply replacing another (executioner's gift) with same functionality. That made a sense back in m16 preview testing when CD was useless, but consideringlast rework just made CD a weaker EG clone, what about moving CD…
  • hello there! Despite the effort I still feel Call of Evil changes will still add confusion on which set to pick and will still remain situationally BiS for new dungeon only (I am not even sure it is working on last boss as it should be a construct), still assuming a player needs new set stats to reach infernal citadels…
  • As a magnitude-based derived proc I am expecting it to work same as other ones (ie. bilethorn or striking advantage), that means it should scale with power/buffs/debuffs/crit/CA but time will say. As long the focus is on bugfixing would be great having a fix for tyrannical curse as well, as the damage links does not look…
  • Just make new set relevant outide new content too and call it a day (should test but infernal citadel's last boss seem to be a construct type so could be irrelevant in new dungeon as well) Currently wizards and ranger only are getting benefit from other option aka music box set because of low dmg high utility dailies.…
  • Hello there! I'm very positive and want to thank you Dev's team to listen feed-backs and implement this short time fix for balancing, would like to highlights two concern: - dreadnought: while a magnitude increase is surely better than nothing, we are talking with class with probably the highest magnitude in game. If it…
  • This, please. Working 1-2 classes at mod is such a slow pace at the point the risk is new content/gear will make them obsolete and require further adjustment. Also, refrain using such statistic to base balancing, they are so easy to skew, for example for ToMM: - you are clearly not counting win runs only, training are not…
  • Could be wrong too, but update on damage formula just required further adjustment to recover original state and fixing magnitude was both the most efficient and the fastest way to implement that. Adjusting some classes' performance require more work tho. On the bright side new formula - finally ends that nonsense of…
  • Some addition: - Previous run you didn't come yet went bit better as my % of top wizard damage gap was 53% instead of 69%. We have a few more deaths that justify the gap between that run from this one. That doesn't change anything as class is still performing bad, but nobody was thinking about preview changes would have…
  • Yeah still believe that rewards should be reworked to make a +5 worth daily cap (and +5 for 3 days the chapter).
  • Not sure if I miss something, but according to last statement and doing some (really inaccurate, correct me if I'm wrong) math, assuming max multiplier from crit+CA goes up to 4x from 3x, was expecting vorpal bonus going 50/4*3=37.5, lets round it to 35% Is the 20% due to the will to balance weapon enchantments nerfing…
  • It's basically inherit danger set bonus with different % and no daily requisite: that's the perfect example on how fix things with recycled code, I'm 100% with that! And yep, forgot in previous post about TC damage link, gj reminding it. We got to wait for next patch, they said no ETA atm.