Feedback Release 211

Discussion in 'Discussions on Current Topics' started by Sunlight, Jul 10, 2018.

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  1. Shiro

    Shiro Padavan

    You are right about Grimmag resists, but then the problem is how much is that pokemon-like resistance wheel influencing elemental dmgs? Because I understand that Poison is dealing higher dmg to Lightning but how much? 20, 30 or 100%?! <- referring to BP here...
    I mean, maybe knowing this we can even understand why even if (keeping the same example) Grimmag has lower ice rez than lighining, he still get hitter hard by Thunders compared to Ice Spheres.

    Just realized I wrote the same thing you did:D


    BTW, I don't know if it is intended or not since I didn't read it anywhere, but I noticed the first strike of the Treant (summoned with Wolf Pack), the one that marks mobs, can slow even bosses, in fact Herold was moving like a slug
     
  2. Slabutul9

    Slabutul9 Someday Author


    Slowing down effect from rangers are not working how they should i guess. In PVP for example they stack... so i can get 30/60/90% less travel speed fighting with a ranger. The effects also work over the dragon skin.. so i am not immune, and also cant escape from them, and this makes a good ranger unkilliable by a DK....but i guess the effect are just bugged
     
  3. Shiro

    Shiro Padavan

    It happened just with the Treant against bosses
    Idk if it intended or not, because they made some changes at markings with r209. If it is made on purpose it is kind of stupid.
     
  4. bireescu0071

    bireescu0071 Forum Greenhorn

    i am glad that they fix that bug at q8. As a mage i must say it is a good move from devs, because it is unfair to deal that that dmg with a skill that costs.....0 mana and have multiple bonuses after that( lower travel speed and speed atack for characters hited and reduced mana for other skills), as well it is unfair to clear 75% of a map using a skills that requires no mana consume. As for the pve changes, i like them a lot, these days everybody makes a char today, raise it in a few days at lvl 55 and then want to farm inf 3 maps , i remember old days in this game, everybody had to go from low from begining, farm for items, get experience how to kill a boss, be able to farm from painfull to fatal was a big step forward for everybody, everything was made step by step, not to say that old times killing heredur took 10-15 min in group of 5, and without dk it was useless to go there, now everybody reach lvl 55 and want to kill a boss in 30-40 sec and get a unic every time.....no story game, no nothing, only brainless farm, all you can see in region chat is " inf 3 need 30k dmg+", and they are just made lvl 55... so in my oppinion, inf 3 should be only and only for op players, and those players must have a hard time to finish it, this is the purpose of final lvl of dificulty,mobs should be much harder, boss to have much powewrfull skills, and only the best players to be able to farm there, others must go farm in lower lvls and make better themself to go in higher lvls, if you gonna make this change this game will be more attractive, and make a sence playing it, start from bottom and make yourself good to be on top.
     
    Slabutul9 and DJBarman like this.
  5. heror

    heror Forum Baron

    Your points are really valid but you forget about one thing back then at lv 40- 45 they didnt shift the entire meta of the game with 1 patch or lv up so you had a lot of time to slow progress now you dont have this time so you must develop fast
     
  6. dkarl

    dkarl Forum Duke

    Hmmm … what kind of map are you running? I just did the Great Desert in both Normal and Painful … Champions counted. But, I did Varholm (Full Moon) at DayTime in Painful mode … the Champions did not count toward Daily Challenge.

    MODS (or enlightened fellow gamers): Is this a "feature" or a bug of Varholm? Or does it extend to all Event Maps (I'm assuming that technically Varholm is an "Event" map whether in Day or Night mode)?
     
  7. heror

    heror Forum Baron

    Ill just say they are trying to EDIT the events if they the insane boss buffs arent a bug of some sort thank god i finished these events and dont need the uniques but now rip to all those average or low players who need to get them now.
     
    Last edited by moderator: Jul 15, 2018
  8. bLaind

    bLaind Forum Baron

    It's the same in Stillwater Bay.
     
  9. Viki

    Viki Forum Mogul


    it doesn't matter? so do the same with Q7 set or bloodmoon stuff on grimmag with thunder strike. then you'll see that it matters. do you want the mages to swap equipment for each boss now? do you think every mage has all the sets ready? Come on, the only way for the Mage to catch up with other classes is an exploit. i tested all bosses with every set, and i can say mage is the slowest as always. thx for the great balancing, dear bp team.
     
  10. Akageshi

    Akageshi Forum Duke

    The greedy goblin in Deeps of Demise has too much HP.
    Prior to r211 I could kill him in the time limit on fatal with blue ess, now not even on painful.
     
  11. emmaaxxx

    emmaaxxx Someday Author

    Some bosses after release 211 are bugged , like jini and dragan from cyrcus monstorum have too much hp and deal too much dmg , almost impossible to kill on inf 2 , it is like they are 10 times harder . Please fix this....................
     
    Last edited by moderator: Jul 17, 2018
  12. trakilaki

    trakilaki Living Forum Legend

    Without a fix ... good luck with the next New Moon.

    As for the both left and right mouse keys not working in same time ... if it is not a bug it is a good thing. Only one key at time should work.
     
  13. _G_R_A_M_P_S_

    _G_R_A_M_P_S_ Old Hand

    Not only in deeps of demise. Also in other maps. Before r211 i could easily kill a greedy goblin on fatal in time. After r211, with 30k dpi more then before, suddenly i can kill a greedy goblin on fatal only half, before it vanishes. please either decrease their hp/resistances or whatever, or increase the amount of time they stay in a map.
     
  14. Sprokkel

    Sprokkel Active Author

    We can just jump into the ravine ourselves,
    worst release ever !!
    Mages are made weaker, SM are stronger than ever.
    Well and if that is noticeable, when you meet in an arena, the fun goes off again.
    At BP they know exactly how to de-motivate players.
    Many bosses throughout Dracania, far too many life points and far too strong.
    High time for the latest release ^^
     
  15. Iselda

    Iselda Advanced

    The additional goblin, that sometimes appears alongside with the final miniboss on "closed" sand-locations (like the temple of agony etc.), is also too strong to defeat, plus its health-bar is bugged (it appears to be completely empty, but the goblin is still alive and running).
    I'm looking forward to the fix on the PW and other mobs, which are dealing far too much damage. Because of this R211, the game is no longer pleasant and playable, especially to those who are still trying to build their chars :(
     
    _G_R_A_M_P_S_ likes this.
  16. Paavelsons

    Paavelsons Regular

    I see hotfix is coming. but issue still here as paralell world bosses hp and armor is too high even for top damage build players. even for grouping.

    when was 210 it was decent ... no idea what devs think there. this for sure is not game balancing anymore. trhowing some usless runes at us doenst slove grouping. those who play solo will still countiune solo.
    made mistake to buy deluxe. cube drop still low
     
  17. Slabutul9

    Slabutul9 Someday Author

    Bosses are just fine, imo still too easy. not talking about maps where monsters are one hit on infernal3. Idk from where you got the information that even top damage build players have troubles in killing bosses bcs it's just BS. Sry but reading comments on their oficial fb page at the ''release 211'' post, and also here on forum ...i just see so many ppl are complaining that bosses are too hard. No, they are still too easy. I dont really understand why ppl with 15/20k dmg , less than 20k critic and 4x critical dmg, less than 2,00 speed (or even lower stats) want to farm on infernal modes and expect that to be easy. It shoudln't be like that! Everyone that just made lv 55 wanna make infernal modes. Where is the fun if everything is that easy? Why there are lower modes too into this game then? So again...nothing is too hard. Everyone should start doing what they can until they get strong enough to do what they want, when you have low stats dont expect to make infernal modes easy, farm what you can and get the stats to do that.
     
  18. _Baragain_

    _Baragain_ Living Forum Legend

    Agreed. Solo farming in Infernal III should be the domain for the best of the best... the kind of build where everything is 3.5/4 or 4/4 gold lines on every item. Infernal III is currently the most difficult mode and if any more than the top 1% of builds can face roll it, it is too easy. The fact that there are people who can solo these modes with greens is also an indication that it is too easy, even for the top builds. A group of 5 players who can solo in Infernal I should be able to group up and handle Infernal III. That is my perspective.

    That said, if they make Infernal III as hard as it should be, they need to improve the drops accordingly. Right now, it is sort of insulting.
     
  19. callme0216

    callme0216 Padavan

    Why you think everyone who complaining about the boss changes are low in stats?
    Still too easy?
    Say this when this boring game will die cause the new players will get exhausted from the farm over and over..
    Then you dont have to complain about otther classes too in PVP, cause you wont find any matches.
     
  20. Slabutul9

    Slabutul9 Someday Author

    If you have good stats it takes arround 1 min to kill a inf3 boss solo with green :) except q4 So you wont really complain. And most of the ppl that i saw complaining mentioned their stats.... and were good for painful not inf3 :)


    Atm there isnt much differece in making fatal or infernal3. Like +1 cube and + 1 legend in total. So drop doesnt really ''scale'' with the difficulty.
    The problem is that everytime a new mode was added, they lowered the drop for the previous modes instead of adding a better drop for the new mode. For example: before infernal modes were added, killing a fatal boss you got 3/5 legends, same for infernal1 after, and now you get mostly 3 legends only on infernal3. So imo drop should be improved a lot on infernal modes, and also the dificulty can be harder than.
     
    Last edited: Jul 18, 2018
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