Personally, I've been advocating for the complete removal of mob dropped gear especially anything even remotely close to pvp viability and put basically all of the gear acquisition on crafters. Not to say the current system can't work it is at least a step in the right direction. There have been some recent reports of people still saying they can get a decent amount of usable weapons from the Raven lord dudes. My question is: If 90% of these are significantly worse than crafted then that is looting 90 out of 100 weapons that "have" to be looted and or sorted through and vendored/destroyed. If the models are exactly the same just seems like an extra step and the chance for using the wrong on for pvp or accidently sell a good one. I would rather the 90% of garbage gear just be dropped as gold...or other useful items. Edit: Menhirs not Ravens
Thank you for the kind words! There are more fixes we are working on as well as some changes to textures we hope to get in soon.
Borderless works exactly as it should good fix sirs. I also am hitching a bit here and there not as much as I was the before a few hot fix's but i still get it.
We're happy to hear that borderless mode is working now for you! As for the hitching you're still experiencing, we're working to address it and hope to have a fix for it soon.
I personally love the look and the concept of the new staves. I was really looking forward to seeing new content made by you guys instead of recycled graphics from AV and I love your style so far. Really excited about new armor/weapons in the future!
How big is this patch? I got this game installed on another HDD than my Windows OS hard drive, and it seems like it may just be downloading the whole game again? I'm downloading a patch size of 149,284,4 kB. But I am also downloading super slow, like 179 kB/s for the east coast of US. edit: Speeds seem to be fixed now.
I will personally fund the research and development for Blade Talons to be added into RoA Caveats 1. Claw Weapons become a new weapon type and I get some level of say on their stats/purpose ( EX= something like they are dual wield like daggers but block MORE damage than two handers and daggers when parrying, but LESS than equivalent rank sheilds. The higher tier the claws and Claw Mastery the more damage they block when parrying) Range= same as one hand swords total DPS =same as daggers just a little slower and harder per hit. Standard attack = take turns slashing each claw as quickly as possible with less arc but more speed than one handers. Power OR alternative attack= stabs with BOTH claws simultaneously for near instant combined damage but no arc and a delay between when you can do it again. Higher critical strike chance than any other weapon. Requires specialization to use which blocks ALL other two hand melee weapons. 2. A proper animation for attacking and a proper graphic for attaching them to the characters hands is created 3. Ghost Claws are switched from 1 hand swords to claw weapons 4. I get mentioned in the lore or credits 5. We come to an agreement on cost and time frame. 6. I get some say in how ONE higher level pair look
So now after getting to use the new staves, I wish there was more variety. There is less variety now at a high level in both form and function. Before, I actually felt like an earth mage because I was using an 'earth' staff. Now I choose a generic 'elemental' staff that everyone else will be using if they choose to not go the cobra route. Excluding the corpsecall as a buff stuff, there are now only 5 options to choose from. One of which is the lesser/greater staff, so isnt really an offensive choice, just a transfer staff (I do like this concept though). Before there were 6 different transmutes and 4 racials for 'generic damage at slower speed', then your cobra. 11 options. So as a roleplayer my diversity in choice has been reduced by more than half. @kilrain Remember RPG not taking a backseat? Please bring back the specific transmutes. @DestLocke Didnt we talk about this ages ago? I feel like I remember you bringing up the concept of an 'all elemental transmute' when we were talking about Chersk's playstyle and I remember making the point that I would no longer feel like an earth/necro/whatever mage. Same as if we got rid of all transmute weapons and just added one 'elemental' transmute. I see the reasoning from a balance perspective so you dont have to balance so many schools vs each other. But I would still much prefer the option to choose. Water just needs its terrible, self-blinding casting graphic to be fixed, and air needs its useless spells changed. With those I think they are all pretty well balanced in power.
Dude just stop. When you're the only one in 6 years that's going to miss role playing the worst magic school to mainline in the game, it's got to go. Waste of space.
I think some sort of graphic should be added to the different types of mob dropped weapons, so instead of having to mouse over each piece to see if it's good or not, you can see one with a yellow or white outline, for example, and instantly know it's peerless or immaculate.