Page 3 of 7 FirstFirst 1234567 LastLast
Results 41 to 60 of 131
  1. #41
    Community Member
    Join Date
    Sep 2021
    Posts
    35

    Default

    It is nice to see the mass spells as some quality of life changes for casters.
    But when can we get mass inspiration for bard? That thing has an even higher cooldown than True Seeing or Freedom of Movement.
    I can totally understand any bard who just uses the buffs only on himself, because it takes so painfully long to buff 6 people every god **** quest.

  2. #42
    Community Member
    Join Date
    Jan 2010
    Posts
    304

    Default

    Hi Lynnabel,
    Tiefling's Incinerations are now: +2% and +3% Fire Spell Critical Damage.

    I understand the rationale of this change but thid is nerfed too much. 8% fire critical chance is at least four times better than 5% fire critical damage atm.

    Could you please consider to make it +6% and +8% firE critical damage?

  3. #43
    Community Member Karthunk's Avatar
    Join Date
    May 2006
    Posts
    344

    Default

    These nerfs are WAY too extreme. Please stop trying to "fix" classes and races with a sledge hammer

  4. #44
    Hero QuantumFX's Avatar
    Join Date
    Feb 2006
    Posts
    2,079

    Default

    Another long standing bug that wasn't addressed while y'all were modifying the reaper crafting: You *STILL* can't turn Reaper boosted throwing weapons into Fragments of Reaper Power.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  5. #45
    Community Member
    Join Date
    Feb 2021
    Posts
    321

    Default

    Quote Originally Posted by Matuse View Post
    This seems a fair bit extreme. FvS nuking is crushed. It also makes no sense since the cleric cores DO get caster levels.
    Well FVS gets +3CL / MCL in it's T4 and T5, so MCL still lines up with Sorc, but behind Druid. Cleric gets +2 and they don't even apply to all of its' spells.

    The Alignment spells were over nerfed, remove the "deals half damage to neutral" if we're giving them standard +spell level dice, or adjust them to +6 but with the alignment restrictions, or remove the 10 MCL on them.

    Typically how nerfs are handled, over broad and extreme.

    Quote Originally Posted by rabidfox View Post
    As I suspect this is set in stone and nothing's gonna offset the huge loss of 6CL/12MCL, can we at least get a slight modification costs to AoV's t4 Intense Faith that gives +1 CL per tier. It currently costs 2 AP per tier (6 AP total), can it be reduced to 1 AP per tier (3 AP total)?
    Gotta be careful, they might just take those and level 9 spell access while they are at it.
    Last edited by nobodynobody1426; 08-09-2022 at 10:05 PM.

  6. #46
    Community Member
    Join Date
    Feb 2021
    Posts
    321

    Default

    ...

  7. #47
    Community Member Paisheng's Avatar
    Join Date
    Jul 2011
    Posts
    630

    Default don't nerf healing hands

    Quote Originally Posted by DeltaBravo View Post
    Could we find a middle way here rather then totally destroy the healing hands ?


    Give 5 uses totally and a 5 mins recharge time ?
    I concur with Delta and many others in this thread. After so many years this is a difficult and painfully unneeded nerf.

    There are not that many hands to heal yourself and others in a group in a pinch...they use up fast. Secondly the healing hands are the best feature/strong point of aasimar --it helps a non healing class can do a little self heal and help a bit with others. I have found the number makes me carefully plan their uses. Reducing them really makes the tree/race impotent.

    Along with many others who have indicated similar feelings -- please don't nerf this -- or at least nerf it so hard! Increase the timer but leave the number of heals.

  8. #48
    Community Member Arcanesnipr's Avatar
    Join Date
    Feb 2018
    Posts
    15

    Default

    Some initial feedback, sacred defender looks really fun, was wondering if its possible to swap out ki shout for divine might since paladins generally have intim handled already and divine mights a pretty solid aspect of kotc thats being replaced by this new tree. Stormsinger looks very flavorful, is it intended that theres no magical training enhancement in the tree and expected to be gotten as a feat or from spellsinger? Also please consider adjusting vet status gear before it hits live, paladin gets shield and full plate which is not super handy for the new sacred fist Also does the dark apostate shroud buffs only benefit the shroud from the tree or could it apply to pale master/shadowdancer/warlock undead pact forms

  9. #49
    Hero QuantumFX's Avatar
    Join Date
    Feb 2006
    Posts
    2,079

    Default

    Another bug - It looks like none of my racial past lives (Including Racial Completionist) are applying their bonuses.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  10. #50
    Community Member noinfo's Avatar
    Join Date
    Jun 2007
    Posts
    2,681

    Default

    Quote Originally Posted by Tolero View Post
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    [*]Disable Full Character Effect Overlays: (default False) while true, full character effect overlays on your character will be disabled. Affected visuals:
    • Stoneskin
    • Barkskin
    • Goldskin
    • Fire Shield (Cold)
    • Fire Shield (Hot)




    Would be nice to have more of these things-
    Option to make scoundrels cast normally

    another QOL would be to make PDK look human.
    Milacias of Kyber

    Leader of the Crimson Eagles Kyber

    The Myth- TR will make my character powerful
    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  11. #51
    Community Member BananaHat's Avatar
    Join Date
    Feb 2006
    Posts
    130

    Default

    Healing hands nerf is disappointing, I would much prefer it just got a longer recharge or that it got worked in as Lay on Hands charges that could use Wisdom instead of Charisma, similar to how Unyielding Sentinel charges can use Constitution or Charisma. Tying into Lay on Hands and being able to make use of the upgrades either through Paladin or Unyielding Sentinel seems like it would be a good change that is still supported through other game mechanics.

    The AoV changes are very disappointing. Please leave at least some +CL/MCL in the cores instead of locking MCL behind Tier 5. I think Tier 5 for AoV is lackluster overall and unable to compete with the healing wall from beacon. I end up going with all the AoV cores and Tier 5 beacon and the character is pretty fun. Now it seems like a core aspect of the character (offensive divine casting) is going to be gutted along with dropping the damage on the alignment attack spells. I do decent damage where I feel like it is worthwhile to contribute through offensive casting, but still not even close to some of the numbers I hear weapon users say they do (never gotten close to a 6 digit number).

    If you are taking away a large chunk of the FvS's damage, perhaps you can make more of those combo healing and damaging spells that are popping up like Fatesingers can get with the shouts or divine wrath. Maybe give divine spells or enhancement trees some of that favored bard treatment because the Stormsinger is going to do an amazing job healing parties while blasting the monsters at the same time. Maybe Sunbolt and Flame Strike can heal for 10% of it's damage output as a new addition to the AoV cores?
    Quote Originally Posted by Eladrin
    I've never seen someone at a tabletop game say "I jump up on the wall until I get stuck in a spot where I can hit the giant but he can't hit me back for no apparent reason."

  12. #52
    Community Member
    Join Date
    Apr 2006
    Posts
    1,714

    Default

    Is Righteous Command ever going to benefit from the increase in caster level and mcl that every other spell gets? With every update and patch I see so many things getting fixed which is great, but this one never gets fixed.

    Subclasses are a great addition to this game. It's a shame they're coming so late to the party. It's also a shame for me personally that the three being introduced aren't interesting to me at all. I don't really play the game much anymore though.

  13. #53
    Community Member
    Join Date
    Mar 2010
    Posts
    426

    Default

    so my heroic completionist cleric managed to lose the heroic completionist feat but did get the respec feat during the copy to Lam. did his last etr and releveled to 32, no heroic completionest feat granted at level 3. somehow managed to lose 4 permanent destiny points as well.
    Server: Sarlona. Characters: Rackoribs Barbequed, Brautwurst Flamegrilled, Porkloin Flameseared


  14. #54
    Community Member Seph1roth5's Avatar
    Join Date
    May 2010
    Posts
    1,430

    Default

    So fvs aov is being nerfed because numbers show a lot of people play them? But is there info on where or why they play them? Are they stomping through r10s, are people making them at lv 15 to run challenges? Are people using them to tr over and over again from 1-20? I know they're strong but don't think they're #1....
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  15. #55
    Community Member
    Join Date
    Apr 2006
    Posts
    1,714

    Default

    Also yeah don't nerf Aasimar healing hands come on. If you need to nerf it for HC just have it function this nerfed way on HC server. You probably should do that in general. Have one rule set for HC and one set for regular game. HC is a significantly different game so it makes sense.

    Of course, it's possible nerfed healing hands makes more sense because of more changes in the future. I still don't like my preferred version of the game being designed for a version of the game (aka HC) I dislike a lot.
    Last edited by GramercyRiff; 08-10-2022 at 01:10 AM.

  16. #56
    Senior Member
    Join Date
    Sep 2011
    Posts
    0

    Default

    Quote Originally Posted by Steelstar View Post
    Class population and popularity is not a 1:1 correlation with how badly something needs a balance adjustment; it never has been.
    That very much is a wise truth. However, being OP as FvS definitely are (for leveling, at endgame and on HC - I have played one and played alongside others including on R10 at cap). So, there is no denying that a nerf is in order and most players knew it was coming. A very strong fellow player said just the other day "I guess I will remain a FvS till they nerf it, its just too good to not do so".

    However, nerfing something from OP back to lackluster is not a reasonable approach. Nerfing CL, MCL and Alignment spells, and nerfing all of them HARD means you are going overboard. Please consider a more moderate nerf so "light/fire caster FvS" is still viable. With the proposed nerfs is most definitely is not.
    Member of Spellswords on Ghallanda

  17. #57
    Community Member
    Join Date
    Oct 2014
    Posts
    949

    Default

    I think there are 2 main changes here that are just bad.

    1. Nerf to Aasimar healing hands - 100% unneeded. This is the second nerf to Aasimar healing hands btw. First was the healing amount, which took a bit hit a few years back. Now, its about the number and regenerating factors. The play (to my tin-foil mind) here seems to be to slow down players so they have to shrine more, which eats up XP pots. The secondary play could be to make Aasimar less attractive to sell newer races. This one looks purely like a business decision. I don't see the reasoning other than to make healing harder to come by for everyone that plays aasimar.

    Solution: reduce from 7 to 5 instead of 7 to 4. Give 1 per core. 7 is too many, 4 is too few. 5 sounds right.

    2. Nerf to FVS - 50% needed. Listen, FVS is ridiculous when it comes to HC league. We all know it. You literally cant die and you one shot most things...BUT, to do it after the start of HCL is just mean! I think you leave 50% of the caster levels/etc in the tree. Don't use a SLEDGEHAMMER, use a scalpel. I will say that I had a FVS at lev 10 die to a bugged hound in the first week of HCL 6. I was loaded with gear from feywild. I was upset, but now, I am again running up another FVS. If I get hit with a nerf midway through the season...well, that's just not a good feeling.

    Solution: postpone the nerf until after HCL. Do all the other fun stuff, like adding the sub-classes (although handwrap pally just seems odd to monk players like myself...lol), fixing bugs, etc, but if you are gonna nerf these things, take a step back and realize that during HCL is not optimal for goodwill with the player base.

    Just my tin-foli/2 cents
    Nico
    Last edited by Nickodeamous; 08-10-2022 at 02:06 AM.
    Khyber: Main Nicodemous Alt: Ichuck

  18. #58
    Community Member Oxarhamar's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by Kayze View Post
    Grace periods are only useful for exploiters.
    This

    Removed this exploit was a solid move

  19. #59
    Community Member Oxarhamar's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by mikarddo View Post
    That very much is a wise truth. However, being OP as FvS definitely are (for leveling, at endgame and on HC - I have played one and played alongside others including on R10 at cap). So, there is no denying that a nerf is in order and most players knew it was coming. A very strong fellow player said just the other day "I guess I will remain a FvS till they nerf it, its just too good to not do so".

    However, nerfing something from OP back to lackluster is not a reasonable approach. Nerfing CL, MCL and Alignment spells, and nerfing all of them HARD means you are going overboard. Please consider a more moderate nerf so "light/fire caster FvS" is still viable. With the proposed nerfs is most definitely is not.
    I agree with that but that's long been the standard

    Either nerfs hit hard or they are too broad and hit things that didn't need nerf leaving the op thinks still op

  20. #60
    Community Member lvl20wizzyman's Avatar
    Join Date
    Aug 2010
    Posts
    47

    Default Really gonna gut fvs like that?

    Came back to the game a month ago grabbed both expansions capped 2 other toons to farm out endgame fvs and now they're going to be completely worthless like sorcerer's were made before I left last time.. really good approach of let's sink all resources into hardcore while the main game suffers and gets neglected more and more as time goes on and then come back to it only to completely change metas and things that have been recently buffed into usefulness or been in the game for so long why would you bother to change it now

Page 3 of 7 FirstFirst 1234567 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload