I am in Pegasus server now, Where do I get skill reset? so I can try new skill
Edit:I will be adding what my opinion
Mistake:
1. Manabreak now 75 secs cooldown.
2. Cleric's Healing skill does not heal.
3. Siphon Trap is not MP Down 50%, but it turn to Mute effect instead
- Mana Break's cooldown will be fixed (should be 7.5 seconds, looks like I typo'd - oops)
- Which "Healing skill" does not heal?
- Siphon Trap's description states both effects, if the MP drain isn't working, we need to check if it is working correctly. It is intended to drain 50% of the target's available MP, not MaxMP.
they all look the same to me in Pegasus ....
I think since the adrenaline rush viciuosaccordance and criticval accordance become a passive skill. the skil points distribution should be reduce to 1 on other passive. cause if we learn all passive we will end up not having other skill.
Class passive skills are by a standard, 2 SP, because the effect is always active. This was a design concept introduced with the skill update's initial launch. The idea that you won't have enough skill points to get anything else further goes in to the idea that you need to decide what kind of build you want to create. Much like the Cleric, you cannot have everything.
the stacks work great, but still the dodge is useless, I put dodge set on mine it has 4.1k dodge my spear champ with 1600 accuracy hits almost all the time like 3 hits in 4 blows . and my clerics"s heal does not heal and the mp drained so fast, and where can I do reset skills ?
Keep in mind that when you are dealing with higher number of dodge and accuracy, you will require more and more to make a noticeable difference.
100 accuracy vs 100 dodge, 10 points in either, effectively sways the chances by roughly 10%.
1000 accuracy vs 1000 dodge, 10 points in either, effectively sways the chances by roughly 1%.
I hope that helps with some perspective on when you are pushing one stat versus another, on what you could expect.
I have a question. Supposedly we should have the free reset but we don't have it why?. Also, how are we gonna check on the mobs also?
The resets weren't done right away, but should have been by now and in your Item Mall skill tab, you should fine resets available for both stats and skills. Remember, the stats reset will not work unless you have no equipment on.
leo or shaz we cant reset our skills or stats at pegasus also it says: Learned [Restore] [lvl:1] sp:2
besides this i have the issue on healing. the mana costs is okey cos it gets restored soon. but the amount of hp you are heal is so much decreased that you need 6-11 heals more to get the hp amount from a party member again to 100% and before i needed like 3-5. and if its a really hard party and more are almost dying it will be impossible. i cant test that cos there are just 5 players testing atm
RE: Restore
Ah, thank you for that bug report, that will be fixed in the next patch!
RE: Healing amounts
The amounts were minimally reduced on their base values and it shouldn't be that large of a hit.
As shown in the notes, here's the summary
Cure
- Heal value unchanged
Heal
- Cooldown Reduced by 1 second
(means you can heal more over time by a reduction in time) - Base heal amount changed by -44 / -44 / -44 / -44 / -44
Heal (Party)
- Cooldown Reduced by 1 second
(means you can heal more over time by a reduction in time) - Base heal amount changed by -8 / -4 / 0 / 5 / 8
Restore
- Base heal amount changed by -34 / -62 / -93 / -124 / -155
- Will now grant an additional buff, that will increase your HP Recovery by 2 * Target's Level, for 5 seconds.
(This means that they are also being healed for a small amount over the next 5 seconds)
Restore (Party)
- Base heal amount changed by 18 / 10 / 0 / -10 / -21
- Will now grant an additional buff, that will increase your HP Recovery by 2 * Target's Level, for 5 seconds.
(Same as above, targets are restoring HP over the next 5 seconds.)
Cleric
Healer's Touch
- Casting Cure will now add 1 charge, per level of Healing Touch.
(This means, when you have the effect on a target, they will receive additional HP above what your skill says it does, making you heal for more and more, the more stacks there are)
Recovery
- Cooldown Reduced by 1.5 seconds.
(again, reduced cooldown means healing more over time, rather than per heal) - Base heal amount changed by -98 / -148 / -198 / -248 / -298
Recovery (Party)
- Cooldown Increased by 1.5 seconds.
(again, reduced cooldown means healing more over time, rather than per heal) - Base heal amount changed by 34 / 17 / 1 / -16 / -33
Integrity
- Cooldown Reduced by 3 seconds.
(again, reduced cooldown means healing more over time, rather than per heal) - Base heal amount changed by -300 / -381 / -457 / -528 / -592
- Adds 1 charge of Healing Touch per cast.
(This skill adds the ability for healing to do more, the more stacks there are, up to 5 stacks, which is 25% more healing than what your skill says and it affects healing from others too, if you have other Clerics or skills that heal.)
Integrity (Party)
- Base heal amount changed by -1 / -30 / -55 / -78 / -95
- Adds 1 charge of Healing Touch per cast.
Heavenly Grace
- Cooldown Reduced by 10 seconds.
(This is a huge reduction in how often you can cast this powerful heal, allowing for more healing over time to groups) - Base heal amount changed by -494 / -568 / -642 / -713 / -783
(The large reduction to cooldown is to keep the designed healing amount per minute to stay in line with design for the class.)
Anyway I have suggestion regarding the unique skill reset. It seems that it's a bit unfair if you reset ALL of it if you just want to remove ONE of them. Can we have the reset to made to be chosen instead of having them all gone?
The idea sounds nice, but it would require a large amount of time to code that feature in and all of the checks to ensure that you don't have skills that rely on another you're trying to unlearn, in an attempt to bypass required skill costs for another. It's not something we plan to work on at the moment.
. Its not like katar would be over power, but try to compare with other classes. For example champs , whether spear, axe , or two hands sword. They can most likely learn all the combat skills and passive while raider classes , even before the new 3 passive skills, have already given up so many other skills , cause so many skills to learn on meele section to get to the raider skill tree . For example to get scree attack, raider needs to learn 5 combat skills which cost 25 points if im not mistaken, than to get the sleep knive took 10 sp. try to compare to BA and bourgs . They also could learn most likely all the passive and combat skills. My scouts even got left over SP . I stil think hawker's deffence should get boosted a bit , since they most likely in combat in the middle of aoe . Or maybe give a bit more of deffence so it could survive a bit longer .
We actually have another design in mind for Hawker regarding AoE defense, it isn't ready for this test run.
As others have already said, the cleric heals are not working.
All heals or only certain heals? I really need some specifics to help us verify reports. Too often I get reports that are a bit vague and we end up wasting time looking in to reports that are related to specific situations or skill use. Please be as specific as you can in all reports.
Too bad the healing skills aren't working, like the mana flames are bugged. Could only test the use of mana per healing. This is quite high, but can't compare it with the healing it does. Let us know when both issues are fixed.
I will look in to the flames to see if the skill changes had some kind of adverse affect on them.
Leonis, I (and probably otherones too) am very interested in the reasons why you would come with this update. Can you explain something of the concept? It would help us to understand why these changes will benefit the game and bring the game to another level. It would give us insight of which result you want to achieve. With the explenation of the concept we can, maybe, give some feedback that corresponds with the concept it self. Thanks alot!
I'd be happy to. It might be easier to ask the questions you want to know the answers to than my just blabbering on endlessly though.
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I appreciate all the input on balances and I will go over them as soon as we're past the point of making sure all the changes and new mechanics are working properly so actual balance testing can be done under conditions that are not to full expectancy. I should have noted that the first step is always to ensure that there are no, if not minimal bugs impacting the game play, because otherwise balance is hard to judge when one class is not at "full strength."
So again, I very much appreciate the suggestions, there were some really good insights to balance for me to consider. But as I said, I want to get rid of the bugs first. Then we can talk about the balances of the new skills and mechanics.