If this is going to happen, I want all the gold I spent on these skills back, and the two and a half weeks I've been playing back.
Idk, thinking a bit more here, maybe 30 seconds buff others might be too much time still, might make their use even more tedious and spammy instead of more situational and tactical. Still have to test this stuff but I'd consider shortening buff other duration even more and maybe putting them on shared CD.
I doubt I'll ever cast a buff other again at 30 seconds. Maybe if I have more than 2 seconds when healing a destro mid fight.
Doubt anyone will at first but I can still see spamming buff others maybe being meta in the future with 30 seconds.
Zergs will be able to use them, they will become yet another dumb ass force multiplier just like CC spam already is.
I really think the 30 second other buff thing is just a straight rip from new dawn, you can do it better, consolidate them. Nerf buff others a bit by making the buffs 1- 1/2 mins but don't piss everyone who farms by making them 30 seconds and having to rebuff constantly mid farm...buffing over and over is not fun. That's part of the problem. nerfing magntitude on the buffs so they are counterable 1v2 by debuffs is better than nerfing duration why do you think fish is so bad? the stat gains (magnitude) arent why, its the duration repetition of boring things = tedium nerfing DURATION instead of MAGNITUDE increases tedium and doesn't necessarily fix the problem. We'll see how it plays out. Regarding the trueforge removal, what will happen to the gear we already have in our banks already? I'm curious to see if you will make enchants take less per enchant or buff base weapon dura a lot because q4/5 enchant on an 60 dura weapon seems really crappy.
why even have buff others if you are going to have them up at all times then grim? just remove them and adjust everything else accordingly then think buff others should be either situational spells like they are trying to make them or they shouldn`t exist at all
What about making buff others PVE only? Then we can increase their duration and build new buffs/specs all around PVE.
i dont think buff others on pve make something better on this terrain. off thread: i hope someday we gonna get some kind of diversity where stats and etc will be fit with the player choices. i wanna be a melee archer with 150 str and 130 dextery etc, for example. some kind of stats distribution
How would that work? Would getting a heal flag you for pvp or damaging a player? You can accidentally hit your teammate with a wild swing when the mob moves. I guess you could make it party flagging or clan/alliance flagging. Interact with another player not in your group and it flags you for pvp so your buff others go null.
The attribute bonuses would ignore player damage. The only ones that would need to triggered by hits would be hastes.
I like the idea Have the spellchanting buffs been affected by these changes? I feel like those would be fine to leave as the only pvp buff others at their current duration on live. Maybe combine them all into one skill that just gives like +10/15 to all attributes for like 3 minutes at lvl 75 or something. Like an anti Ominous Drain
Was there a nerf to the rate of limestone/mahogany from harvesting? I only harvested for about 30 minutes but it certainly felt greatly reduced. Buff other - Seems like a change worth trialing ou and adds to the skill ceiling for group pvp. On the other hand... It definitely makes farming certain hp heavy mobs "MORE TEDIUS" with a 30 seconds haste timer. Overall this probably is not the result we need at this stage. The durability indicators are fantastic. TY so much on that 1. With these harvesting changes, what do we do with city node now that they are even less valuable given the new harvesting speed on nodes just outside a city?
I'll put in some harvesting changes tonight. We feel the refill time is too short. We'll bump it up to 1 hour for this patch and I will be making them more dynamic in the next. I want to increase their output the longer they've been left alone and the further they are from civilization. The increase in refill time will help boost the city nodes, but we do have changes planned for them as well. We'll leave buff others for this patch and see if people can adjust. I have a feeling we'll change them, but would like people to at least give them a bit of time. --- Post updated --- Yeah we planned on making all remote crafts take 5x longer, so this would fall in that category. I'll get it updated before live.
Patch notes look awesome, but I'm confused on several points I'm confused, so are the stat and melee gains still going to be increased when the patch is live? Confused on this aswell, so instead of the 8-12 minute node refill time, its going to get bumped up to an hour?