Jump to content

Susej

Member Since 23 Nov 2013
Offline Last Active Jul 23 2016 12:46

#882283 Some things we need

Posted by xpwaste on 25 July 2014 - 15:29

More loadouts.

 

 

urgently needed. 




#880515 Tiny Little Fishing Suggestion

Posted by Irradiated on 22 July 2014 - 22:24

I don't see what the problem is with fishing.  I found it very easy, just make sure to have a good book, movie, or whatever.  Skills with secondary processing can be bought (and the xp would have to be adjusted anyway, so it probably wouldn't be faster).  Nice to have a couple of skills that one has to work for.

 

Besides, who says fish needs to be processed?

sushi-bear-grylls.jpg




#880316 Hybered Weapon's Revamp - redo

Posted by xpwaste on 22 July 2014 - 06:07




#880109 Fabled Sets

Posted by Dasan on 20 July 2014 - 23:17

dont run for fabled, just go into bt or rg and drop op hybrid weapons.




#880050 Fabled Sets

Posted by Simeonus on 20 July 2014 - 15:56

Since all these rare items got pretty OP stats I suggest to buff Fabled Sets, also make it possible to get hybrid set bonuses from different sets.

 

Each item should provide 10Vitality & 10Crit(sin)/200-250MeleeAP(war)/100-200Armor(temp)/haste or magic attack(proph/mage)/200RangedAP  or 10crit(ranger)

 

 

So if I got set 2 sin daggers + war throwing will get 30vit + 200Melee AP+20crit

1 ranger dagger, shield and bow - 30 vit + Def +Crit/AttackPower. 

 

etc. based on set items..




#878977 Stats on lvl 45 essence (takes mats to craft) vs dropped heroic xbow from BT

Posted by Alteration on 14 July 2014 - 17:33

What's the point of this?  Classes don't need identical weapons, it needs a balance in overall, not just auto attacks.  And while both ranger and mage are range dps, they have completely different playstyles.  It's like comparing a dog to an orange.  

 

Or are you saying mages need to have exact same dps weapon as ranger, exact same damage auto attacks, with exact same cast time spells... why not just play ranger?

 

Sure mages need a boost overall, but don't just look at a single aspect (weapon only, or whatever) and look at the class as a whole.  




#878928 Reset character option

Posted by Irradiated on 14 July 2014 - 11:34

Unlike deleting a character, reset would place the character at the point where they just dropped into Eldevin from the void (following the opening sequence\tutorial).  All inventory (especially bound items), purchased slots, etc. and skills are kept intact.  Gold and character currency such as valor points are also kept.  The character itself becomes level 2 with all talents and attributes reset.

 

As the lower levels are spruced up and options such as story mode dungeons added, it would be enjoyable to experience this content at level.  I have alts that I've already invested in but no longer play, so I really don't want to start a new character.




#878470 since talk of balance/talents....

Posted by awollsd on 11 July 2014 - 19:45

yeah i know healers are ok but i would like to bring up 1 talent in perticular... (well i guess mention 2 but focus on 1)

 

Prophecy...  increases mana rageneration 2/4/6 percent per piece of light armor..   

 

without this skill mana regen during combat is 8.12 for me. so that means for 3 talent points i can get 2.9 mana per second....

 

i know prophets can go into mage tree and get the haste for wearing light armor... but does that mean we should have  a totaly useless talent???

 

ontop of that body and soul... give a target that is healed "manalized" and increase their mana regen 80% 

 

so most people have about 8% mana regen during combat...  and lets say i have prophecy talent (waste 3 points) i'ld have about 11 mana per second.. so for another point i can have a whole 19 mana per second for 4 points... 3 in prophecy and 1 in body and soul....

 

both talents are completly wasted  really should concider changing them :) 

 

 

 

 

now dont get me wrong i know other things are more important (like fixing the mage class) but thought these deserved a mention/look :)




#878425 balance soon please.(before steam live)

Posted by HuMoR on 11 July 2014 - 16:15

unfortunately that just wouldn't work...mages aren't meant to be templar prophets...in any game,can name a few games that tried it and those classes are extinct in those games..mages are the fan favorite styled class that people like to deal damage in unique ways. resurrecting dead to fight along side,summoning a bunch of things to fight with you (that are worth having) or high very slow dmg.

Also the class you are seeking to be made already exists,its a prophank. IMO its a bit over powered...making a class further that process would just throw the entire game off...wouldn't even need other classes. so by making a class such as this they would have to completely defeat the ability for a prophet tank hybrid or else the mage(prophank) would be useless and not played.

Mage needs new mechanics that are unique,and I pointed this out above...mages don't need slows and stuns on all their moves...they need uniqueness to damage. keep despair how it is...add something to blizzard and overload, hell even remove one or both if you have to to make something different. but to diffuse an entire set of class trees..just to make something replicate something already existent I don't feel is the way to go. 

The scenario you stated above is already able to be done by current prophanks also.


Other then that..liking the post,at least you're posting ideas for such things.

Edit for grammar


 




#877914 balance soon please.(before steam live)

Posted by HuMoR on 08 July 2014 - 22:54

So its old news how garbage the mage class is...the problem is individuals are defining the entire classes effectiveness by 1 individual.
current scale in the game for AOE and single dps below
Single dps by highest to lowest-Assassin,rangers,warriors,templar,mage,prophet
AOe dps highest to lowest=warriors(soon be rangers at 50),rangers,assassins,prophets,mages,templars
why are support classes higher in dps then a dps class supposed to be based on high slow dmg's?
Why does a mage class that is supposed to be ranged distance require half of its moves to be within melee distance? why does it have lower overall dps then all of its fellow dps classes in every single aspect?
why are mobs and dungeons built reducing the dmg of the already lowest dps class in the game?


people are saying...but they can heal? but they have ovl and blizzard to slow/stun/snare
1) half the mobs in this game cast slows on you from a ranged distance anyways...so your slow = useless you will continue to be hit trying to kite.
2) mages snares/slows require melee distance= you can die in the time of casting them...(even limiting to the amount of mobs hit by these!)
3) 1 single heal...in every 30 seconds..isn't a "good source" of healing...hell in pvp its barely even worth using at this point.
4)mages are lowest dps in aoe and single target..and only have what move to make them even seem a competition? PLASMA SHIELD! without this move...mages are useless in pvp too..
5) even if you reduced the cd on db by 50% AND increased Blizzard by 30% its effectiveness would still be below the list above...due to the fact they have to stop attacking to try and flee to live...why? because not only do they have the lowest dmg ever..they also have the lowest armor and defense in the game.
6) its aoe damage moves..have much lower range based attacking then other classes as well....
Why does a class that is a mage ranged class with the lowest armor require its most effective moves to be in melee distance?
7) again...fulmination...im not sure what is going on with this,a move for lvl 50,requires 1k gold and required 3 pnts from tree...and with all that its less them 1/3 as useful as a lvl 24 ish move that requires only 1 pnt from your talent tree...and requires you to be in the dead center of a mob to cast it for effectiveness.


point being made...not only is its dps bad,its armor bad and such..its entire tree is bad...more then 70% of it isn't effective for its class.

Vote for Overhaul on this least balanced class.

Effective moves for classes
Rangers-creeping vines,monsoon,detonate,black fang,blood fang,blazing arrow,envenom,hemorrhage,storm,spectral barrage,celestial recall
Warriors-ruin,bloodbath,bane,rupture,sear,sever,hailstorm,maelstrom,meteorite,frenzy
mages-incinerate,ignite,erupt,dragons breath,plasma shield...boiling blood cant be mentioned..cauterize..is meh


looking forward to feedback or opposing ideas...as anything being said otherwise can easily be countered.

i suggest any mages in the game to just spec hyb into proph or tank or fully respec to a prophet..as prophets can out dps you,have 3x your reductions and heal for 3x-4x.




#876856 Third Proffesion list

Posted by EJK on 01 July 2014 - 17:18

*After gravedigging*

http://forums.hunted...showtopic=65030

http://forums.hunted...showtopic=63773




#876506 Change accuracy pots

Posted by Dasan on 29 June 2014 - 13:48

Change accuracy pots for crit pots maybe. Cause atm accuracy pots are used only for making dailies. They seems to be unused. Waiting for feedback :)




#876409 Greenreef Doe

Posted by Brioche on 29 June 2014 - 01:19

Since the last update, as long as any mob begins the attack animation, the attack will hit.


#875742 Traps in Trappers Attol

Posted by ernzor on 26 June 2014 - 00:04

Make setting/laying/springing traps in trappers atol a new skill.

 

They would go up in severity as skill in it goes up in level.

 

Lvl 1-7 basic snare traps

8-15 snare with a bit of damage

16-31 snare with slightly more dmg

32-39 etc

40-48 etc

49-50 spike pits (instant death)

 

So as you lvl up the traps they get better.

 

You would get trapping xp from laying traps and from someone falling in them.

 

You make the traps with smuggled resources (wood etc)

 

Low level traps would look like shrubs or things.

 

Higher level ones could look like nodes of resources (would have to use smuggled resources of that node to make it look like it)

 

You can walk over your own traps without triggering them as you know its there, this way lower levels could escape higher lvls by sneakily leading them onto traps..

 

You can only set one trap at a time.

 

Your traps disappear if you leave TA.

 

You get smuggled resources in your pack automatically if someone dies while trapped.

 

Just a bit more fun for ppl in TA :)




#875420 Widgets

Posted by ZeusIV on 25 June 2014 - 11:19

I never bothered about the durability of my armour and weapons. When I died and resurected I'd just repair. Tanks and the heavy mob put it off until the last minute and then use a repair kit because their repair expenses are so high.

That is until I got the new Fabled Longbow! This tool must have the worst durability of any in Eldevin. You don't even need to die but only kill mobs for an hour and the thing is nearly bust. A few times I've been ported to a dungeon only to have the stuff in need of repair popup appear on my screen. So what about a durability widget up there in the top left corner where you check your status before you go into battle.

uVhplfA.png

The green part would show the percentage of the lowest item, yellow the gap to the best item and red the percent damaged.

After a repair it would look like this MlqfwVy.png (all green and comforting :)

After a long stint in Rumbles Grotto 8PqibDa.png (or probably the normal situation for the heavy mob)

You could see at a glance that if there wasn't any green showing something has broken and you could avoid situations like this.

Healer: Hey tank has something broken?

Tank: Oh yeh some of my armour is snafu, hang on let me change my shorts

Healer: Oh Sh*t, everyone RUN!!!!






Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: