10x gains, no texture hitching, greatly reduced (even compared to DFO) player load lag, reverted r70 reach, wof nerf in cd and stat cost. All very good changes. So far I have seen a fuck load of people that I haven't seen in a log time and they all seem pretty pleased.
Tracking for those exploits is not based off damage though... as you can not heal monsters now going out of that thresh hold whatever it may so be... not the problem. The problem is monsters bug themselves out and then you can debuff them with any school of magics debuffs... doing no damage... and maxing that school of magic with an auto clicker not even actively at your keyboard. --- Post updated --- There ya go being honest, Beargrim. Wasn't honest the first time you brought your leveling up though Guess ya coulda jus been teasin knowin I knew you were lying though.
Good to hear. Got a little worried this last week. Game was looking like a ghost town. I know a lot of people are asking for content but I'm happy with the patch notes. Cleared up some of my main issues.
All in all sounds like a good patch. Could see how it was underwhelming if you have high expectations after content being put off until after launch.. As far as what we asked for and wanted ... -Textures fixed -Spazmatic load lag fixed which was induced by textures, sounds like load lag was 100% fixed but my df1 computer that is like a radar just fried out so I can no longer speak on this matter. If load lag is gone this patch was worth a year wait if not longer. -Ghost casting/whirlwind removed or reduced.. that was so needed it was killing beta and made the "Free trials" they handed out show case the game in a bad light due to it. -R70 range reduced so that their benefit is going over the damage cap more so... which wasnt the case in df1... making r60 the meta tier(r60 and r70 both capped out at 1.0 damage before). R70 still has a reason to be the meta tier currently, and you can still see who has more skill in melee by who lands more with the same range across the board on weapons. However, they may land more, and still lose the fight. -The territory control sounds like the foundation of the system they intend... and sounds like it could be interesting how your clan sways the land with their holdings. -WOF NERF FOR THE FIRST TIME EVER IN DARKFALL I BELIEVE- This means BPG understands that the spell is too spam-able and not on with how little of stats it cost... it was not ever used situationally, but simply constantly... This means good things for the game. I may have missed some the updates they did or gave... and haven't logged in... but it truly sounds like they did 100% of what the community asked for in the past month except for add content... and I do not think anyone is expecting content until after launch now... This patch sounds like a win... and I'da waited 2 years to rid of load lag tbh... Now make vegetation server side so we can all hide in some bushes as we sneak up on people. Thank you.
I made a mistake on this one in the patch notes, it's not just damage that it's tracked it's everything including debuffs.
@Neilk That is epic dude... it sounds like yall can track 100% of exploits in game then basically... doing away from the stigma that really destroyed the first game to the core.
*paper doll lock removed Haven't gotten in game to try it yet but that is an amazing addition as well.
That one prevents people from switching while you're doing something else, like swinging a sword. If we removed the message you get in system I don't think it would bother you because who thinks they should be able to, right?
Anytime the server or you lag, you get stuck even if you are finished doing what you were doing. This leave you in a situation where you no longer are basing it off timings, but literally guessing and spamming when you can actually do it. It would be nice if it just queued the swap and did it as soon as it was actually possible.
Well I had all the essential spells minus reflect and Eye Rot. So we were farming that Cave Troll dungeon legitimately and almost finished our characters, then one day, a mob spawned stuck in a tent and we macroed on it for like 8 hours. After that we did it every day for a few days before getting caught. After the first time getting caught it was like 30 minutes before getting caught again and that was the end of that. So in that video I posted, we leveled legit for the first clip where we fight you and Player One, then the second fight was after we had been macroing the first time. We had an alt posted outside the dungeon to watch for people coming in. I think i found that I was getting 1 point of Necro per 10 minutes from 85-86 Necromancy, so you can see it doesn't take long to do the grind with debuffs.
You were in ur afk macro spot for atleast 2 weeks that I saw lol. How you quote Feast with my comment?
Personally I want to see increased protections on metal armors, impale moved to earth damage, then destro/mage killer removed. Full heavy players should be even tankier than they are and heavy hybrid archers need a buff.
agree with everything but 80 stat cost (plus cd increase) on wof was TOO much for a "counterable" spell. my 0.02 cooldown and 45-50 costs works better. arcane school needs some love now ( wof nerfed, no ray, no blind, shit aoe, etc)
I have nothing against queuing if done right. We get everything else dialed in good and we can add queuing at the end for those lag moments. That way we don't cover up other issues with it instead.