Yeah, I could see it appearing over mobs after you have a certain knowledge of them.
Posts made by spoletta
-
RE: MONSTER NAME
-
RE: Street Rat
@Xandrathii I can say what I say thanks to the almighty power of math!
All the skills which you start with have been decreased from multiplier 12 to 8. To this you have to add the basic damage of the primitive dagger, which is 3.2.
So the damage of those skills as I already explained changed from 15.2 too 11.2, which in no math equals to 50%, but is much closer to the 25% I stated. (26.3%)
Strike wound damage was not decreased by 30%. The MAX damage of strike wounds was decreased by 30%, which is very different. To reach that cap the target needs to have suffered more than 2100 damage, so for sure we are not talking goblins or bandits.
-
RE: F2P Tutorial Model - Settings to reduce abuse
But I wouldn't them restricted to a race choice and planet choice.
-
RE: Street Rat
@Xandrathii I know them quite well.
First of all they were not halved, but reduced by around 25% (from 15.2 to 11.2, assuming a primitive dagger), secondarily as I said, those 2 active skills you get were hardly your main damage. All your damage comes from strike wounds, which was nerfed only against ogre level enemies.
-
RE: IProposals for Incarcerated Evil Players and City Jails
@Foreskin That's why in the same proposal I put areas where they enjoy significant advantages.
Give and take. -
RE: IProposals for Incarcerated Evil Players and City Jails
@Wargfoot Increasing it in highly contested areas does not really increase them overall.
You have to consider that players are necessarily less pve efficient in those areas compared to simply slaying ogres on Terra, so those higher % would just make slightly better than ogres. Right now with 25% you are better of with ogres, even if you meet absolutely no resistance at jotuns. -
RE: F2P Tutorial Model - Settings to reduce abuse
Yeah, you would have to block the market, trade, using chests and being lootable.
-
RE: IProposals for Incarcerated Evil Players and City Jails
I was thinking of something different.
Pking in low level areas should be discouraged and pking in high level areas should be encouraged.Red penalties should be made harsher by default, in particular by increasing the negative karma limit to 50k, with a maximum bail time of 1 week and bail cost of 50k gold. When bailed out, the karma resets to -5k.
At the same time though some areas in the world (high level ones) should be under the influence of Babylis (Tartaros God for those who didn't follow the lore).
Inside those areas the following rules apply:- Divine rewards gain increased by 30% for everyone.
- Neutral bonus to divine reward increased from 25% to 75%.
- Karma penalties halved for PKs.
- PKs killed inside the area lose only a single piece of equipment when killed.
Inside those areas player could risk it as neutral and fights with probably lots of other neutral and red players, or accept a lower risk and go as blue, having to fight only red. Reds would flock to the area, cause even if the fights are harder, they can bring good equip to the fight, and the players killed there have probably a decent amount of stuff to loot.
Also, recipe and orbs should be consumable only at a firepit.
-
RE: Engame Changer - Objectives Preview
@yianni it's already like this.
Groups gain a lot more KP than single players, as long as the group does not go over certain numbers. -
RE: Street Rat
The street rat tookit was hardly changed for low level encounters. A couple of skills have some damage less, but the main damage has always come from Strike Wounds, which was nerfed only against high HP opponents.
-
RE: This needs to change about PvE
Forest trolls and zombies have very high hp regen. That's intended.
-
RE: New Resource for Martial Abilities: Stamina
The role and effect of attributes is changing a lot in the next major patch.
-
RE: Engame Changer - Objectives Preview
@padreadamo It will be more clear when the details are released, but what is happening here isn't balancing.
What they are doing is improving the basic design of game mechanics based on the data gathered from these first weeks of real play.
-
RE: Neglectable maybe, stackable animalheads
This is a byproduct of something from the past of the game.
Those heads were not stackable, but at some point it was introduced a legend altar which required 10 bear heads to be summoned. Clearly, if those were not stackable, there would be no way to summon that legend, so it was made stackable.
I agree that now probably they could all be made stackable.
-
RE: 24 hour Respec not working for me.
Server patches and downtimes can mess a bit with the time "perceived" by the server. This time there looks to be an 8 hour difference.
-
RE: Patch Log - b.1.0h - Revert & Rebalance
Yes, there was a very short rollback.
-
RE: Unharvestable resources and earth elemental groups
Those elementals have become a meme. They are the reds of Terra. On:)ce they set their sight on you, you get pinballed left and right
But they are actually not that scary as they look, just annoying. Their damage is low, so if you have a bit of protection they are not that hard of a fight, and after their initial burst you can also run away from them.