Feedback GAME REBALANCING FEEDBACK THREAD

Discussion in 'Test Server' started by DSO Production Team, Apr 6, 2018.

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  1. westernranger

    westernranger Someday Author

    Rangers now (on TS) doesn't have any skill to reduce cooldown time, but other have. Dwarf - 2 skill (steam, mechanical turret), mage - 2 skill (singu, mind control), DK 2 skill too (charge, rage attack). May be add this ability (remove each cd time) to 5 point talent of Deadly Blow (1 crit. hit == -1 sec of cd) & Death Sweep* (1 hit == -2% of cd) , or Hunting Trap (1 crit. hit == -1 sec of cd)?

    * And replace 2nd & 3rd talents of that skill on 1st & 2nd place (because 5 concentration regeneration is very useless).


    Mb Im crazy and require a lot :D But as for me, rangers need at least 1 skill to decrease skill CD time (except wisdom ofc).
     
  2. lovatic66

    lovatic66 Junior Expert



    Currently the best set for the dwarf is Henomago, better than q7, it hurts that it will no longer work.

    Haha no special treatment friend, I only ask for equality to the dwarf, if they are going to make us critical, it must be to be equal or better than we were, not to get worse, I have seen hunters and war kill infernal boos faster than a dwarf with 35k of damage in SERVER NORMAL, test server does not count, but I do not ask that you reduce damage to other classes, no, I am not one of those who ask that they take things away from other classes, I only ask that equality be maintained and not be confused with full bug videos where the dwarves kill in seconds on the test server.



    Now you talk that the dwarf can keep hitting while our turrets are activated, yes but you forget that now a turret dies with one blow and to activate it again my steam has to fill at least half, oh surprise they destroyed it again, well I will continue waiting to turn it on again and destroy it again ...

    Great improvement of the dwarf to use critical, we hit less than before, turrets destroyed, on top we took off the steam of the tactical turret. :)
     
  3. Kaydranzer

    Kaydranzer Someday Author

    As i said, you have to adapt to the changes, the reason why you dont hit as hard anymore with your henomago set is that attackspeed multiplier got removed.

    Mate, bloodmage set is only good if your main source of damage are the turrets, now it will be heavy shot and you will probaböy switch to q7 set. Just try and build a regular dmg, crit chance and crit damage build. I am pretty sure, you will hit the same numbers as on live server right now, if not higher.

    And dont forget that they messed with ther armor and resist of the mobs and bosses, so you will deal less damage anyway.
     
  4. thouvou000

    thouvou000 Forum Expert

    Dont you think its about time you guys( referring to the devs) added solid cores as drop from bosses in the scaling dungeons? i know the majority of players would be incredibly happy about this change and it would also drive more players into playing farming in those maps
     
  5. sargon234

    sargon234 Commander of the Forum

    This too

    And how about adding a quest and a unique set to mortis?He's the last boss that doesn't have it's unique set, why not give the helmet of death and the amulet?

    Make q6 intro a proper parallel world quest
     
    Arr likes this.
  6. lovatic66

    lovatic66 Junior Expert

    I think they fixed the damage bug they had, EYE, we did not hit as before with all those damages too exaggerated, but if there was a small increase.

    I think we hit the normal for our damage, Heredur is one of the boos in which our turrets cause more damage and I just tried it today, 24k-27k per second and 35k-37k with buff from q7, before 15k and with buff from q7 25k , however q1 grinmag our damage is less, 16k and 22k with buff of q7 but I do not care is fine, we hit decent for our damage, I think it's a decent damage to have 23k of base damage and full critical impact / critical damage, It allows me to move a little better, thanks DSO. :)


    In damages is better balanced now, but still annoying farmear without our tactical turret, the gameplay at times becomes very heavy. :oops:
     
    Last edited: Apr 24, 2018
  7. _Baragain_

    _Baragain_ Living Forum Legend

    Let us hope, or there will be hundreds of tickets a day from people that lost crafting ingredients.
    I'm not a fan of the animations, but I do understand their purpose. If it were not for the resources, people would simply run between resource points and pick up the items. This method forces you to clear the area first so that you are not interrupted. Basically, they included it as a way to limit how fast your could farm these types of resources.
    Everyone can get skill reset from kills with 2H weapons, if wisdom points are used for it. In my "Ideal" build, I'd get 7% cool down reduction for every kill. In a group of 10 mobs, that is an easy 70% reduction in as little as 3-4 seconds. For a high damage ranger, it should be easy to keep all skills on cool down in PvE. Regarding PvP, RAs already have the lowest average cool downs of the classes.
     
    Last edited: Apr 24, 2018
  8. Hetsunien

    Hetsunien Padavan

    By everyone you refer to people who is actually using Siege Bows, so no cd for 1H builds. This is bad and good at the same time, bad as said before, but the new bleeding skill is good for PvP Blade Dancers and for those who farm with DKs stunning bleeding enemies with that Tackle ability which I don't remember it's name.
     
  9. _Baragain_

    _Baragain_ Living Forum Legend

    By "everyone," I mean:
    I mean the things I say... nothing more and nothing less.


    You are thinking about "Charge," and many DKs will abandon the skill it as much after R208 because, while can cool down everything, it is 2% per enemy hit. It is no longer "spamable" on bleeding enemies or a "chain stun." Those were it's most useful feature in PvE and PvP both, but now we have a subpar cool down attached to it. Even in a large mob, it is unlikely to hit more than 8-12 enemies and 16%-24% cool down reduction (max) on a skill with a 10 cool down isn't going to be worth 5 points. That would come out to an average of 1.6%-2.4% reduction per second. Most well built DKs will prefer the Rage Attack cool down reduction because it is absolute (-1 second) and relies on attack speed/crit. With a good build, it can knock 2 seconds off per second on average, even against a single target (as opposed to large groups). For "low" to "mid" cool down attacks, that is about 6%-10% cool down reduction per second. For the long skills, it is about 3% per second on a "spamable" skill.
     
  10. AmarWilrick

    AmarWilrick Forum Pro

    Stuning bosses is very bad idea, a boss need to be hard to kill
    giving the bosses +200% elemental resistence it's not good idea, only the mage have all elemental skills, if you are planing to do that at least make some elexirs that transform our attacks to some elemntal skill.
    THX
     
  11. Hiro73

    Hiro73 Forum Expert

    I do not understand why the war has the lowest base damage of all classes, low damage reduction compared to other classes and can t summon any helper.
    It seems that 208 kills the war 2H and kills the game in solitary.
    And these developers have not even added a skill for war 2H that gives you 10% chance to find a HP potion from bosses or turn war 2H in berserk mode with an increase of all stats (vs Boss ....).
    Now the war is a very sad class to play.
    With certainty I can say that the DSO war is the worst war of all time in the history of videogames.
     
    Last edited: Apr 24, 2018
  12. Struble

    Struble Board Analyst

    Lol since when should the class with the most defensive capabailities have the most dmg of all? Makes no sense whatsoever.
    And you want increased dmg against bosses? O.O
    DK = still strong class, no doubt, but if you think that it is more sad to play with an even stronger dk than less stronger, well... Go ahead :p
     
    semen470 likes this.
  13. osiris

    osiris Forum Greenhorn

    Hi all. I red, our monstrorum entries will not works with new release. Is it true? Can you give an explanation? :rolleyes::rolleyes:
     
    Last edited by moderator: Apr 24, 2018
  14. emmaaxxx

    emmaaxxx Someday Author

    I dont know if this is true , but where have u read this ?
     
  15. trakilaki

    trakilaki Living Forum Legend

    Don't believe everything you hear
    [​IMG]
    [​IMG]
     
    semen470, osiris and emmaaxxx like this.
  16. omartegsd323

    omartegsd323 Forum Greenhorn

    there are big problem in the group i can see when 1 invite me in testserver who is online and who offline pls fix it , and need to test the events pls before send to official because many things i learn from testserver about events before going to the normal server .. thx
     
  17. westernranger

    westernranger Someday Author

    NEW UPDATE ON TS:

    [​IMG]

    Version "release209", new slots for potions are removed, new gem crafting removed, inv. for cores & potion crafting ingredients removed, stun & debuff for bosses disabled (but with some bugs: ranger's Net stun bosses).

    I'm waiting for official changelog, ofc.

    P.S. Screenshot isn't mine.
     
  18. ΣMiwel

    ΣMiwel Forum Ambassador

    First off, it seems that the devs are trying to rush the update in, disabling the crafting bag, foraging and the new crafting recipes. Of course, I understand that we can get an update with skills first, then they can continue their work and put alchemy and the crafting bag in the next update... But we don't want a release bugged more than ever.

    1. Mortis' silencing vortexes are invisible.
    2. I keep getting a Nebula error when changing maps - http://prntscr.com/jaeh05
    3. Bosses are again resistant to debuffs. That must be fixed before the update goes live to give rangers and mages the chances at soloing/grouping without a tank at least similar to dwarfs and DKs. Without that the whole rebalancing is only a partial solution - more equal value of any character in a group.
    4. Sometimes when dying in PvE dungeons, I am getting honor points (noticed it when at death in m2 I got the honor-lvlup symbol at the bottom of the screen)... I wasn't able to track down what causes it exactly though.
     
  19. westernranger

    westernranger Someday Author

    AHAHAHHAAHAHAHA, LOL :D I'm ranger, and a lot of PW bosses I can kill solo without tank (Q1, Q3, Q4, Q5, Q7, Q9), other Q need more HP than I have now, but thats enough. Stuns & debuffs for bosses make game too easy...
     
  20. Rhysingstar

    Rhysingstar Forum Ambassador

    Looking over the change log I noticed that some of the bosses in the pw (regardless of level) are getting a boost in their dmg and/or special skills.

    For newer/weaker players just arriving in the pw, this might just hurt their character development if they can no longer solo these bosses because of the boost.

    Maybe, this boss boost should be limited to Fatal and above?
     
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