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

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  1. _Baragain_

    _Baragain_ Living Forum Legend

    Yea, because it is so cheap to switch skills using copper and silver, there is very little incentive to use the presets as it stands now.
  2. -DARK-FURY-

    -DARK-FURY- Forum Greenhorn

    Anyone can explain how can we craft ess/upgrade it on r_208?
  3. Fugnuts

    Fugnuts Forum Master

    750 lower type essence + random ingredient(s) from certain maps = 250 higher type essence

    For instance 750 blue + ingredient = 250 pink
    750 pink + ingredient = 250 red

    Something like that xD
  4. sargon234

    sargon234 Commander of the Forum

    Are green essences still buyable for coins?
  5. silverseas

    silverseas Count Count

    As I don't have a very advanced SW on the TS, I will only comment on a few things that I was able to observe. Really, the rest of my feedback will probably come much later when it actually hits the live servers.
    • The new group talents seem to be quite exciting and will add a layer to the group gameplay this game otherwise lacked. However, as they stand right now, you don't need any extra brain cells to use them. I was actually hoping those talents could be made into a separate button(s) that would "empower" the skill and allow us to choose when to activate that group talent, rather than wasting it every 90 seconds because it's a skill we would be spamming (eg. Frozen Sphere on SW, Battle Frenzy on DK).
    • Ordinary monsters now have block. So... now we are no longer content with just scaling up HP on stuff, we need to give them actual tank stats. xD I honestly don't know what to make of this other than the fact it will force people to focus on getting crits because plain ol' damage won't cut it anymore.
    • Alchemy? Holy crap! :v I was begging for the addition of life skills to this game years ago, and finally it seems to be arriving in some shape. I'm quite excited to see it.
    PS. I feel sorry for whoever has to wade through this thread and find actual feedback. Most of it is just clutter. Good luck?
  6. _Baragain_

    _Baragain_ Living Forum Legend

    Hey DSO Production Team ... Are you satisfied with the quality of this feedback thread? We had a discussion thread before where we could have quarantined all this stupid back and forth bickering and kept this thread sacred for real feedback... but noooooooo, you wanted to take Trakilaki's thread where we could 'debate' things (if you can even call what is going on in this thread a 'debate') and merged it into this thread and made a royal mess of garbage that is slowly suffocating out the real feedback.
  7. Moot

    Moot Active Author

    Aight so feedback time:

    The consumable crafting idea is great if the resources will be accessible enough.
    The waiting for the resource collecting animation thing in PW is pretty annoying especially if we factor in the time bonus we are losing because of it during leaderboards.

    Sadly the only high level char on Test I have is a ranger, which I can't really test much about as I don't play ranger on prod anymore, and nor can I test the changes in SW or DK the ones I do play nowadays.

    The passive group talents seem pretty useful, and seem to be a decent incentive to farm in groups, couldn't really test though due to the lack of resources.

    The wisdom talents could be great or could be terrible, can't really decide yet with like a 60 points to spend.. What I'm not sure about is how it will work... like there is 3x24 levels for the 2h weapon for example but I could only spend 50 points in that category no matter how many points I have? Anyway if the conversion will be the same on the live servers, and the farming for knowledge will be as painful as I remember it was (bigger stacks of knowledge doesn't make a difference when you need to get millions), I'm not gonna like this . Taking away months of doing dailies and farming is not fair, and the conversion should go in a manner so we could get the same stats we have before the release with the new wis tree.

    The portable shop is neat, but it's not a big time save since I'll still scour through all the trash I'm selling for crafting materials.

    On the matter of buffing monsters. Not cool bro seriously not cool. We already farm on inf3 with 24* monster health and decreased crits, and we get an indirect nerf by introducing block for monsters while we also get nerfed directly through the new wisdom tree. That's no fun.

    Oh yea I don't appreciate the forcing of the Tank archetype in the warrior class by giving the other classes a significant buff to their base damage... I prefer playing as 2h, yet it seems like after R208 I'll be forced to play the boogieman everyone cries about in the other thread.
    Conqueror21 and Jhinstalock like this.
  8. _Baragain_

    _Baragain_ Living Forum Legend

    I'd be selling at the end of Map1 an maybe before Map2... Or then there is the Depths of Demise, when I want to help a friend. It would be nice to make it through more than one or two floors without throwing stuff away.
  9. Fugnuts

    Fugnuts Forum Master

    Regarding the new "core bag", i have seen that only few type of cores are being added like to suggest that every type of cores existing ingame should be added in that bag.I also hope that the auto loot supports the new ingredients otherwise it would be a pain to collect them 1 by 1 when they drop.
  10. Moot

    Moot Active Author

    We actually do get something :( we get bleeding taken away from rageful swing so we have to use the EDIT bloody wild swing if we want to activate our buff.. I guess it's time to get in the line of metamonkeys and craft a q7 set...
    Last edited by moderator: Apr 10, 2018
  11. Evowise

    Evowise Forum Apprentice

    Another day... another update of the patch on the test server and still we have the same big issue with the MG turret... when you try to deploy it... the game puts it at the cursor position and into the same time, the monsters already passed that point where the turret is, making it useless. DSO team do something about it, otherwise we gonna have a main skill that we can't use anymore. Make the MG turret work as it should... placed right in front of the character not at 10 meters where can't do any harm to the monsters that are already hitting you. You really can't understand that it's pointless to have a main skill that is doing nothing to the monsters !?
    semen470 likes this.
  12. heror

    heror Forum Baron

    Uhh healing is the same 2 percent per 5 sec = 10 in total. Beofre it was iwritten 10 percent over 5 sec = 2 per sec, so its the same.

    Q4 set for tank gives 3 things:
    1) inc dmg on bleeding
    2)inc dmg on smash
    3) inc dmg on mighty wild swing

    Ranger q4 gives bleeding and more dps on 1 spell so 2 things in total
    Mage q4 gives inc dmg on thunder and chain lightning.Asking for another buff is unresonable, considering the fact Dks have bleeding effect which also deals somekind of dmg while mage and rangers dont.
    Mages are supposed to be the powerhouse of the game and the cahnge makes q4 good for bosses too because before q4 was map set and q7 only a boss set while for tanks they are the same just q7 can be procced waay to easy so thats why most of the tanks use it.

    For rangers they were bound top q7 if they want to be usefull.

    P.s for mages they changed the skill, not the set thus making the set better because it increases the skill even more . its not like you cant use q7 and the new lightning but its better for q4

    Edit: If they remove the bleed from your normal atack then they should just revert it .The dps of the set is ok but the execution is kinda lame
    Last edited: Apr 10, 2018
  13. Moot

    Moot Active Author

    Tbh I find it kind of funny that SMs can't get their head around moving their cursor, and claim mg turret is useless now...
    _Baragain_ likes this.
  14. trakilaki

    trakilaki Living Forum Legend

    Exactly ... but none of these ranters ^ has ever read anything nor they can spot the difference in the titles "game balancing" (this one) vs "class balancing" (the dev's thread).
    They just rant ... rant ... rant without purpose.
    In fact the PvP part is almost not even changed ... and I believe it will be next on the list.
    So far we got all classes nerfed down in PvE ... even if you can get to your old damage and even higher HP that before ... you will still suck big time against these "balanced" monsters.

    The biggest imbalance in pvp are those set buffs and bonuses ... which are still there and can be used in pvp.
    And ... of course ... there is this PvE part where they are merging Action RPG with Farmerama ... which is bull manure in my opinion.
    Last edited: Apr 10, 2018
  15. heror

    heror Forum Baron

    while testing on the TS i found the mobs blocking way too incosistent like one of the mobs blocked like 10 times in a row i guess bb everything except painfull for atleast a month or 2

    But ye sadly the ranting had to come here traki ;-; but somehow the r208 is also tied with the balancing
  16. trakilaki

    trakilaki Living Forum Legend

    So far I can't play with full wisdom ... so i can't say anything.
    I will wait for the resources ... and if they are not enough i will ask someone to buff my resources up XD
    heror likes this.
  17. Shiro

    Shiro Padavan


    I'll ask again, since I think it sunk in the last 3-4 pages... Can someone post screens of Rangers' new Talent/Wisdom/Group Trees? :) Thanks in advance
    Last edited by moderator: Apr 15, 2018
  18. trakilaki

    trakilaki Living Forum Legend

    Shiro likes this.
  19. couda22

    couda22 Forum Commissioner

    To be fair, I have to mention one more change - monster HP has been reduced on infernal difficulties:
    I1: 1600% -> 1500%
    I2: 2000% -> 1800%
    I3: 2400% -> 2100%
    I4: 2900% -> 2500%
    I5: 3500% -> 3000%
  20. DSO Production Team

    DSO Production Team Community Team Team Drakensang Online

    Dear Players,

    first of all, thanks a ton for all the feedback so far, we really appreciate your support.

    A new version is being deployed on the test server and we want to show you the newest changes, improvements and bug fixes.

    Changelog from 09.04.2018

    Skills / Skill Talents


    • changed explosion damage increase of Snow Storm (Frozen Sphere 5 point talent) from 100% to 150% (note that these 150% will be added to the base explosion damage - means that it will be 200% + 150% = 350% explosion damage)
    • increase the lifetime of the Frozen Sphere bullet
    Steam Mechanicus

    • increased the base damage of C14 Micro-Rocket from 75% to 100%
    • fixed a bug in the tooltip of the C14 Micro-Rocket saying that the explosion damage has a range of only 1 meter (it still has a range of 3.5 meters)
    • fixed a bug with the placing behavior of the Machine Gun Turret - it will now spawn nearby the Steam Mechanicus again
    • we have changed the aggro buildup behavior of turrets - they should no longer build up aggro when attacking enemies
    • turret base values:
    Mechanical Turret
    • inherits 65% of your base damage
    • deals 50% of turrets base damage as skill damage
    • inherits 100% of your base damage
    • deals 100% of turrets base damage as skill damage
    Machine Gun Turret
    • inherits 75% of your base damage
    • deals 50% of the turrets base damage as skill damage
    • inherits 125% of your base damage
    • deals 100% of the turrets base damage as skill damage
    Tesla Turret
    • inherits 100% of your base damage
    • deals 50% of the turrets base damage each 0.3 seconds as lightning damage
    • inherits 150% of your base damage
    • deals 50% of the turrets base damage each 0.3 seconds as lightning damage

    • fixed a bug in the tooltip of Little Strokes (Rageful Swing 2 point talent) saying that you get + 1 Rage with a chance of 1% (the correct value is 50%)

    • Changed the total amount of wisdom points from 1845 to 1665
    • Increased max value of Rising Power from 50% to 75%
    • Increased max weapon dmg value & reduced costs of Dextrous Smiting & Ambidextrous Smiting
      • Was 6 points per step
      • Is 3 points per step
      • 1h was 50%
      • 1h is 60%
      • 2h was 40%
      • 2h is 50%
    Monster Rebalancing

    General Changes

    • Monster Damage Values have been reduced for all Infernal Difficulties
    • Armor and Resistance Values have been reduced on all Difficulties (except Normal)
    Normal Content

    • Monsters in the Deeps of Demise have been rebalanced
    • Adjusted Damage Values for all Bosses
    • Adjusted Health Point Values for all Bosses
    Parallel Worlds

    • Monsters in the Mortis Chunk have been rebalanced
    • Adjusted Damage Values for all Bosses
    • Adjusted Health Point Values for all Bosses
    • Grimmag
      • Skill Timing Adjustments
      • Skill Damage Adjustments
    • Herald of the Anderworld
      • Skill Timing Adjustments
      • Skill Damage Adjustments
    MikeyMetro and Conqueror21 like this.
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