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Barbarian Player
Elysium
Level 26
Warrior
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6th December 2025 14:24:46 (Last edited 6th December 2025 16:59:55) Quoting CM Mercury: Quoting Stop Combo: O found It. The density is too low. But the place is good... Just need improve for more density. We got one bug on Dungeons. Im using translate to explain It better. Dungeons are great for hunting because of the bonuses they give. It's great for the staff because spending a lot of tickets ends up making the player invest in the game, and with the return (we hope) the staff will reinvest for the game's growth. Anyway, the bug: When we enter the dungeon at normal difficulty and debuff and increase the exp/loot, it works normally. However, when we level up the dungeon, only the original monsters from the hunt are debuffed. This happens, I believe, because in the game's code, summoned monsters don't receive debuffs, and in the dungeon only the original ones are considered monsters, the others are "summons". Fixing and probable glitch: The correction would be to create the map even with the monsters, and when pulling the lever with the difficulty, the player is directed to the appropriate hunt. This fixes a possible glitch that could exist: The player can enter at easy difficulty, debuff, do the dungeon, and return at medium difficulty, and take advantage of some of the boosted creatures. Creating an identical copy on the minimap with the actual monsters causes them all to debuff (we fixed the bug), and we still don't have the glitch. Good development proposal right there, it is currently as it is for a reason but could be changed if there is a good reason to do so. Maybe we could start something here. But also a good point down here: Quoting Sonnema: Idk if its a bug or intended. Let me explain; The normal dungeons are simply normal monsters, therefore the beastiary applies. When increasing the difficulty of the dungeon, you increase the strenght, experience en density of the dungeon. With those difficulty dungeons having the beastiary applied, simply enhances the boosts you already get. We've got to remember that everything stacks together, you already have a 200-300% increase in experience, that comes with stronger and more hp monsters. When you then apply the beastiary it feels like it becomes too much. I haven't done the math on this subject but it just feels "wrong" to increase the difficulty and boost the experience affect even more with the beastiary. Note; Im not against it, but it should be thought of thoroughly. Deleted a bunch of messages from both of you due to them being just fighting each other. Please keep it civil at the forums. Quoting Shadowzin Apelao: This bug was reported months ago and it still continues. It’s been 5 days since the dungeon + HC Magus arrived and the bugs are still there… When you complete the dungeon, you don’t get any XP… you only get XP the first time. I’ve done it 35 times already , will I get my XP later? In the Magus HC there’s a huge bug on the map It's not a bug, it's a development decision but since it seems to be something that needs a second thought I've forwarded the issue to the Dev Team. Same with the experience reward from Vanguard Dungeon, it was a decision to not give experience after every run as a reward but due to feedback It has now been changed on the closed Test Server. The reward is smaller but will now be given after every run. I will try to get a public Test Server running as soon as possible. The magus map bug will be fixed during the server save on Wednesday. -Mercury CM Mercury Can we expect new class/subclass balancing? After all, following the last season it became clear that some subclasses still need at least a few more adjustments, especially to warlocks AoE damage in PvE. As for PvP, in the late game the 'natural resistance of mages vs. mages' is extremely high, causing high-level mages to take virtually no damage from other players… This could be changed, firstly by removing mages natural resistance in PvP and giving some 'Extra Class Stats' (to PvP and PvE) based on skills: - 1% extra magic resistance for every 10 magic levels (mages) - 1% extra dodge for every 20 distance skill (rangers) - 1% extra physical resistance for every 20 defending skill (warriors) Also reducing the HP per level of rangers from 15 to 10, so they fit between warriors and mages, avoiding them to become an overpowered class, because despite losing HP, they would gain more % dodge, which negates both physical and magical damage, making them more fragile than warriors, yet still more resistant than mages in PvP. |
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CM Mercury Staff |
16th December 2025 22:53:18 (Last edited 16th December 2025 22:53:46) Quoting Pyromancer: Can we expect new class/subclass balancing? After all, following the last season it became clear that some subclasses still need at least a few more adjustments, especially to warlocks AoE damage in PvE. As for PvP, in the late game the 'natural resistance of mages vs. mages' is extremely high, causing high-level mages to take virtually no damage from other players… This could be changed, firstly by removing mages natural resistance in PvP and giving some 'Extra Class Stats' (to PvP and PvE) based on skills: - 1% extra magic resistance for every 10 magic levels (mages) - 1% extra dodge for every 20 distance skill (rangers) - 1% extra physical resistance for every 20 defending skill (warriors) Also reducing the HP per level of rangers from 15 to 10, so they fit between warriors and mages, avoiding them to become an overpowered class, because despite losing HP, they would gain more % dodge, which negates both physical and magical damage, making them more fragile than warriors, yet still more resistant than mages in PvP. Heya, Mages seem to have a really high MR against other mages and that is something that could be fixed. The current formula gives an advantage against other mages but at the same time it gives an advantage against all other players with magic dmg. We should be care full changing these values to prevent massive PVP changes. -Mercury |
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Barbarian Player
Elysium
Level 26
Warrior
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16th December 2025 23:06:39 (Last edited 16th December 2025 23:23:17) Quoting CM Mercury: Quoting Pyromancer: Can we expect new class/subclass balancing? After all, following the last season it became clear that some subclasses still need at least a few more adjustments, especially to warlocks AoE damage in PvE. As for PvP, in the late game the 'natural resistance of mages vs. mages' is extremely high, causing high-level mages to take virtually no damage from other players… This could be changed, firstly by removing mages natural resistance in PvP and giving some 'Extra Class Stats' (to PvP and PvE) based on skills: - 1% extra magic resistance for every 10 magic levels (mages) - 1% extra dodge for every 20 distance skill (rangers) - 1% extra physical resistance for every 20 defending skill (warriors) Also reducing the HP per level of rangers from 15 to 10, so they fit between warriors and mages, avoiding them to become an overpowered class, because despite losing HP, they would gain more % dodge, which negates both physical and magical damage, making them more fragile than warriors, yet still more resistant than mages in PvP. Heya, Mages seem to have a really high MR against other mages and that is something that could be fixed. The current formula gives an advantage against other mages but at the same time it gives an advantage against all other players with magic dmg. We should be care full changing these values to prevent massive PVP changes. -Mercury Thank you for answering me! This issue is old, and the point is: how long will it take to be solved? Many players have already reported this, so I'm only asking the staff to open a new thread here and/or on Discord to gather new balance change ideas from the community. I hope you understand that all we want is a better game! |
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Pandemon Player
Platon
Level 22
Mage
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16th December 2025 23:47:37 Quoting CM Mercury: Quoting Pyromancer: Can we expect new class/subclass balancing? After all, following the last season it became clear that some subclasses still need at least a few more adjustments, especially to warlocks AoE damage in PvE. As for PvP, in the late game the 'natural resistance of mages vs. mages' is extremely high, causing high-level mages to take virtually no damage from other players… This could be changed, firstly by removing mages natural resistance in PvP and giving some 'Extra Class Stats' (to PvP and PvE) based on skills: - 1% extra magic resistance for every 10 magic levels (mages) - 1% extra dodge for every 20 distance skill (rangers) - 1% extra physical resistance for every 20 defending skill (warriors) Also reducing the HP per level of rangers from 15 to 10, so they fit between warriors and mages, avoiding them to become an overpowered class, because despite losing HP, they would gain more % dodge, which negates both physical and magical damage, making them more fragile than warriors, yet still more resistant than mages in PvP. Heya, Mages seem to have a really high MR against other mages and that is something that could be fixed. The current formula gives an advantage against other mages but at the same time it gives an advantage against all other players with magic dmg. We should be care full changing these values to prevent massive PVP changes. -Mercury we got many problems to solve 1) skills is useless now a days 2) magic resistence increassed by ML is overpower 3) lvl and exp table to lvl up, also damage scaling is unbalanced 4) in pvp: some classes over exp too much comparing to others. 5) damage is increasse only with ML others skills is useless. this is my feedback, i dont know it is this perfectly. but, nobody here know the formulation of the damage/hit/atack/defense so, we just know what we tested with hunting and pvping. |
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Odama Apelao Player
Pharos
Level 1638
Mage
S7
24
25
14K
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17th December 2025 00:05:58 Quoting CM Mercury: Quoting Poke In Your Eye: New items indicator is kinda buggy right now. The dot effect works fine, but the white border not: For me the border effect is overwhelming and that little dot is just enough. My few suggestions (besides fixing the almost-unremovable-border): - Leave only dot effect - Turn off the indicator system from the main container in the Inventory window :P - Just allow to customize it in game options Anyway, good work :) Forwarded to dev team. Quoting Zaurak: no test server? Hi, Unfortunately this update was pushed out in a bit of a rush. After reading multiple comments about public Test Servers I have proposed a mandatory Public Test Server for all game Updates that could be considered new content or "major" fixes. Quoting Stop Combo: - Added the Vanguard Dungeon. - Added a Vanguard and Templar Spawn in Tarmell. but where is the new vanguard and templar spawns? I mean.. they already exist right? someone find it? Edit.: Good update for mid/lvl and good graphics changes. Did you find the spawn? Any suggestions if the monster density is good or should something be changed there, feel free to give us feedback :) Quoting Zaurak: Edit. Okay, got it now! Thanks for the report :^) Quoting King Cevarosky: Congratulations on the great work! New Suggestions: UNHOLY CATACOMBS: You could remove all the other monsters and increase the number of Unholy monsters. You could also increase the size of the location. It would be a great hunting option for players level 500+. HARDCORE TEMPLARS: You could increase the number of Templars in this location. Analyzing the map, it's possible to see that there are only 118 Templar Knights and 86 Priests, totaling 204 monsters. While in the Soul Harvest Portal there are more than 500. You could pay attention to this location. Increasing the size of the location and the number of monsters would give us a new hunting option for players level 1k+. This sounds tempting! -Mercury hc crab hunting ground needs a general rework, it needs more monsters and some things fixed that are useless and make the place look ugly. hc devil hunting ground needs more monsters added, it's a hunt with potential but is abandoned. hc templar hunting ground needs more monsters, it's a hunt that's supposed to be for high levels but is very bad due to a lack of monsters; it's not worth spending time going there. There are other things that I'll add here as I remember them. Thank you in advance. |
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King Cevarosky Premium
Elysium
Level 861
Ranger
S8
S6
24
25
39K
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1 day 3 hours ago
More than 2 months without any updates...
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