Heya Steelstar, Another subject to look at is ranged attacks, I have notices attacks like eldritch blasts and ranged archery... Example.. Kill a target and the attack fires 1 to 2 times before acquiring the next target,, I have also tested this with manual targeting,, target a mob and fire a couple of shots and move to next target and 1 to 2 misses occur before the next registers damage...
Rexshoo Gland
I am pretty bummed we are going forward with the caster changes in reaper as is.
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.
Not exactly, but it is related to sound changes. 32-bit client is compiled with wrong imports for OpenAL32.dll. It seems it attempts to use RPCRT4.dll imports (whatever that is) instead of it's own which obviously won't work. Probably some copy/paste error while updating OpenAL library.
What part of this are you having trouble with?
I'm assuming your issue isn't literally "What does this mean", and more "Why do this?"
If why is the question, I'm guessing it's because I saw in preview 1 people were getting a little annoyed (and I'm getting a little annoyed too honestly) about the fact that old items would have a saves resistance bonus. So at level 7 lets say, a bracer can have a +4 Resistance bonus to saves. This is +4 Fortitude. +4 Reflex. +4 Will. All wrapped up in one neat item effect.
But these days the devs seem to want to split them up so one item would have +4 Fortitude. Another item would have +4 Reflex, and a third item would have +4 Will. Splitting 1 item effect into 3 is a little bit frustrating. Made all the more confusing by the fact that a blue augment of old Resistance exists. Which completely eliminates the need entirely anyway.
In preview 1, because the named set of the free quests also does this (The ring gives +will, the gloves give +fortitude, and the head gives +reflex) it makes sense for the legendary versions to do the same....but again, splitting them up is silly, and splitting them up at legendary when there's a perfectly good lv 32 Sapphire of Resistance makes less sense. So I saw at least a few posts that, in regards to this aspect of those items, basically said:
Head item: Remove the Reflex, or make it a different stacking type. We have an augment for that.
Ring item: Remove the Will, or make it a different stacking type. We have an augment for that.
Gloves item: Remove the Fortitude, or make it a different stacking type. We have an augment for that.
And even on other items, there was a whole lot of "We have an augment for that."
So I'm guessing by raising the singular save boost to 1 higher than the "Resistance" item effect's value, they're attempting to make it more attractive, or at least, not literally a wasted item effect vs the resistance effect. So now if you have a lv 32 Resistance augment slotted, at least you'll get +1 more from the items.
Now if you're going to ask whether a +1 is worth going out of your way to take 3 effects vs 1 consolidated effect...That's a different question. (Personally I don't think it is. But that's just me.)
Last edited by SpardaX; 04-19-2023 at 08:38 PM.
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Yes, we have no idea as no explanation was ever given. I always thought of the Wildmen as a fantasy ape-man species like the Oparians (the beast men of Opar) from an Edgar Rice Burroughs "Lost World" setting. Unless the devs object to pulpy 1930s action-fantasy, I still don't see why the Wildmen have to be removed from the game.
There is no way that is possible, they don't do blanket class adjustments for damage, this is for all spells.
The only fair way to balance is to actually adjust the classes that are OP rather than this blanket nerf to all casters. For the record I play mostly caster lives, Druids are now so ridiculous that I stopped playing them. Literally BoGW + DB + Tsunami + Ice Flowers (if anyone somehow survives). Rinse repeat zzzzzzzzzzzz.
Sorcerers also need cooldowns = wizards, no reason for that and they are also boring and OP, since you need basically 4-5 spells and that is it.
The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655
It's a gameplay change in response to feedback of the loot. I still don't like it at all, even if it were +3 or something. It makes the whole thing more complicated and I'd rather have lower saves than deal with the hassle. MUCH rather just have different effects on all of them. In fact, I'm going to add them to the big list of things I'd like to NEVER see on future loot barring an overhaul to said effects:
- stat damage
- stat damage on crits (so bad it needs 2 entries)
- offensive clickies(including wands)
- guards
- super low dcs in non-heroic items (like going from 17 to 23 or 25 in epic)
- Bonuses to esoteric effects like curse, poison, disease
- Bonuses to individual saves
And some stuff I'd like to see much less of
- keen/impact/is there a piercing one?
- speed
Mains - Messam, Indalecio, Mozenrath, Quackerjack.
Last edited by SpardaX; 04-21-2023 at 04:23 AM.
Server: Thelanis - Characters Main: Rusttttt, Sepiaaaaa, Amethysttttt - Other Alts: Flameeeee, Siennaaaaa, Rougeeeee, Roseeeee, Wineeeee, Marigolddddd, Zaffreeeee, Wisteriaaaaa, Scarlettttt, Rufousssss, Lilaccccc, Puceeeee, Azureeeee, Orchiddddd, Sinopiaaaaa, Amaranthhhhh, Violettttt, Umberrrrr, Tawnyyyyy, And More! Literally too many for the Signature!
This is a poor but passable approach to fixing the problem.
The real issue is that you keep upping the helpless damage boost % which makes it easier for casters to make mobs helpless and then evaporate them with all the boosts.
A much better solution would be scale back the helpless damage boosts for casters only while increasing the boosts for melee.
Someone on the dev team should keep track of stat inflation of all these boosts and use more reasonable increments rather than boosting one type of damage (helpless damage) to unacceptable levels and then fixing it by effectively applying a total damage nerf to all type of damage.
Helpless damage inflation is the primary reason casters are clearing mobs too quick and that could have been fixed without a blanket damage reduction. It also boxes in casters to using these damage boosts as you are effectively factoring them in to balance for all damage which is not a good approach in my opinion.