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sareth

Member Since 18 Mar 2013
Offline Last Active Jul 31 2022 02:21

#851651 New Game Content!

Posted by Mojawk on 25 February 2014 - 17:48

We've spend a lot of time dealing with bugs, improving the game and adding features that were not originally planned but came up since release. We are dedicated to continue to improve the game, we have the entire team still focused on making the game better and we're working the next 5 levels, which you will have soon. As mentioned before this will increase the level cap, have new skill recipes, new sets, 200~ new quests, a new arena and 2 new Dungeons. In addition to that we are building the interior of the Tower of Noctic (east of Roshaven) where we are planning to add Ascended Dungeons (increased difficulty), we're sorry this didn't quite make February but it's our top priority to get great content out for you guys as soon as we can.



#851096 New Game Content!

Posted by l3fty on 22 February 2014 - 11:54

As has been pointed out we are working constantly on three aspects at the moment; 40+ content, early game experience and tech updates to benefit the whole game. There are only 11 team members on the Eldevin team, and these are all big jobs.

 

We are trying not to neglect any aspect of the game, and the end game experience is really important to us. This is why we've spent time on the world bosses ( and another idea that players will hopefully see in a couple of weeks ) while we're preparing the next batch of levelling content. The actual end game will be at level 50 (at least until we release expansions in years to come), and we have many ideas of how to make long and worthwhile objectives for players to work towards.

 

We're sorry if some people are getting bored, but we are trying hard to rectify it!




#851143 sackable rare materials

Posted by l3fty on 22 February 2014 - 15:20

The rare resources should sack in the next update/patch, Anakiro was adding this last week :D 




#850978 sackable rare materials

Posted by ernzor on 21 February 2014 - 20:06

This would be amazing!




#849703 Damage, Support & Threat meters on world bosses (and maybe more)

Posted by Neon on 16 February 2014 - 17:16

It would be nice to see these added ( I know threat meters and maybe damage meters have been suggested before) but I'll go into a little more detail here.

 

Damage meters:

In a world boss encounter the top 5 damage dealers will be displayed through the fight with their class and their damage in real time.

Your "personal" damage caused is displayed under the top 5 damage dealers.

 

Support meters:

The way I'm going to suggest this will make support meters the most complicated thing to implement out of the 3 meters.

Your "support" score will be made up of different things.. so...

 

- If you cast a damage reducing ability on another player, the damage which is reduced will be added to your score.

- If you heal another player the heal will be added to your score

- If you add modifiers to the boss such as damage increase, armor reduction.. etc.. the extra damage dealt through the multipliers will be added to your score. 

 

In a world boss encounter the top 5 support point holders will be displayed through the fight with their class and in real time.

 

Your "personal" support points will be displayed under the top 5 support players.

 

Threat meters:

Threat caused through direct threat abilities, damage, healing.. etc will all be displayed (top 5 threat causers will be displayed during the fight). Follow the same pattern as the other two.

 

End of a fight:

 

All players who participated in the fight will be given a score screen, much like in pvp. Which will display everyones damage, support and threat caused.

 

This could be applied to instances but it would need some tweaking.




#850943 sackable rare materials

Posted by Shylark57 on 21 February 2014 - 18:56

Yes Please been asking since Beta but no answer from HCS........ 




#850941 sackable rare materials

Posted by Truth on 21 February 2014 - 18:53

I agree, I have a plenty of rare mats but they're taking up space.




#850219 Timer on pots while on cooldown

Posted by Shylark57 on 18 February 2014 - 21:55

They do have the Icon for potions on the upper left side of the screen.... People already Suggested that the timer be put the potion bar.... But things get lost fast on this forum... Good Idea though..

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#850311 Better Respec Options

Posted by Lagenia on 19 February 2014 - 09:52

I would love to see a respec possibility so you can make your respec - check if it fits how you placed the points and then you can reroll it as long as ... for example you didnt start a fight ... within 30 minutes ... within 10 minutes .. something like this

 

Once i respecced i missclicked a Talent - so i had to live with it or pay another respec to respec the mistake i just made :P ...

 

 

Also it would be nice to see the Final Version of yourself and then be able to commit or reroll it




#850139 Wands vs. Staves

Posted by Savanc on 18 February 2014 - 17:34

This would make mage/prophet classes far too OP. Prophet is already the most OP class (I've contradicted myself in the past saying Mage is better, but in reality the prophet is.. at-least pvp wise) in the game with very good single target DPS.

It would hardly make Healers more powerful, it just gives them more freedom of choice in their build.

If healers are so OPed in PvP then the Cows could nerf the healing a bit. Problem solved.

Healers are surely not OPed in the rest of the game. In regards to dungeons we even surely could use a few more healers.

 

 

If healers equip 2 wands then they will get the same stats as equipping a 2h staff.

People with a mixed build might like to be able to equip a different weapon (ranged or melee) along their wand. I don't see anything overpowered there.

Healers could also choose to use a shield. They will give up a lot of Sorcery and Focus to get back some Energy and Armor (and a little bit of Vitality). If we take the level 40 Heroic staff and shield as an example then using a wand (with half the staff stats) plus the shield versus the staff will give:

  • Vitality: 49.5 vs. 33 = +16.5
  • Sorcery: 26 vs. 52 = -26
  • Melee: 26 vs. 0 = +26
  • Energy: 22 vs. 0 = +22
  • Focus: 43.5 vs. 87 = -43.5
  • Armor: 725 vs. 0 = +725

For most healers Melee is pretty much useless.

The increase in Vitality and Armor will make them stay alive a bit longer (very useful in dungeons).
But they will lose Sorcery and Focus, so their healing is less powerful.

 

I would say it is a fair trade-off. Wands won't make healers more powerful, but they will allow them more freedom of choice.




#849986 Wands vs. Staves

Posted by KazukaKirito on 18 February 2014 - 02:39

My character is a Prophet and mainly focused on the Sorcery stat. As a magic-user, I always have on light armor equipped and magic-enhancing weapons. As far as I know, the only sorcery weapon types in Eldevin are staves and essences. My concern is on how staves are two-handed. I'm a bit tired of having to equip a staff because it's not as appealing anymore. Sure I can just equip swords and such, but again my focus is magic and healing. For the next update, I'm suggesting we add wands to the game.  biggrin.png

 

Wand Abilities:

  • One-Handed
  • DPS is around half a staff's DPS that is of its same level/tier
  • Vitality (Same as DPS)
  • Sorcery (Same as DPS)
  • Focus (Same as DPS)
  • Bonus (Effect/Random Roll/Gem Slot) ~This doesn't have to apply to all wands~

In-game:

  • Updated quest rewards to give out wands
  • New crafting recipes (wand) for Weaponsmithing



#850033 Wands vs. Staves

Posted by Lagenia on 18 February 2014 - 09:47

noone is crying that swords can be 2h and 1h + shield / 1h + 1h ... but when it comes to mage staff everyone does? give me a reason for this cry...

 

dps for mage is only calculated by the essence you are using, so this wouldnt change because wands would be normal melee / range weapons (for example a range autohit like the essence - and no melee autohit possible anymore - or just a melee autohit like staffs have now).

 

With wands there would be even more possibilities for every kind of hybrid class - and also i am used to play mages with 1 handed weapons over 2 handed staffs.

 

Something i would like to see is

  • remove haste from staffs - add spell damage to staffs
  • add haste to wands only - make a small spell damage reduction

As Staffs should be slow but powerfull and Wands should be Fast but weaker




#848781 Autofill sacks option

Posted by Lagenia on 13 February 2014 - 09:45

I would love a rightclick function on materials with the option "autofill in sack".

 

If this is toggled on, this material gets automatically filled into sacks, if toggled off it doesnt




#849381 AoE Buffs

Posted by Lucid on 15 February 2014 - 08:04

they should just affect like for example 10yd radius and then that would be perfect with the currect CD on inspiration it took ages to buff 4/5 groups.

got my thumbs up  B)




#849366 AoE Buffs

Posted by ernzor on 15 February 2014 - 05:30

You can now use buffs when targeting someone. You no longer need to be in a group. This is a great addition! Thanks for this!

 

Would be nice if you could have AoE buffs too so that when you have a large group together (World Bosses) you could get everyone in one buff.

 

Please if this is to happen though can it be a right click option only, as a targeted single click buff will still be more effective during combat in most cases (rather than having to click the buff and find the player to cast the AoE buff on).






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