No. I don't want to ever hear the excuse of someone dying because they were using their "pve spec" like unholy wars. Also I think buff others have a place in the game but you need to nerf their magnitude, not the duration necessarily. If you were going to do it right, it would be a 15 second buff but MORE magnitude. That's how you raise the skill ceiling. Consolidation of buffs is key to making the lower duration wards useful.
Why not just decrease the magnitude on buff others to be completely/mostly negated by debuffs? Make them less impactful, but able to be countered. Hell, maybe even make debuffs simply remove their buff other counterpart (getting hit with a melee slow removes your haste, etc.). Wards are not worth casting now. Best case scenario you cast a lightning ward on someone while they're in a wof sync? You'd be better off throwing a heal or a come hither. Short duration buffs are annoying. Same as short duration food like fish. It isn't worth using. Even if 1 minute fish gave 30/30/30 it wouldn't get any use.
Another concern I have is what is going to happen with the scroll/essence system and how will you address that part of the economy? Almost every mob drops some sort of essence. @kilrain @Scrubby Bear suggested that you could use them with dyes.
For skill gains I'm effectively changing them from 100 levels to 5 levels each. I am also increasing the base magnitude so that each level will increase by 2% and each levels skill time will be 5x longer than the previous. This will allow us to get people into the fight sooner while keeping progression on the top end. If you want to continue leveling your greatsword to level 5 (100) to get that last 2% increase you can, but it's not going to be a huge factor. For the nodes yes we decided that refreshing every 12 minutes was too big of a jump to make out of the gate. We'll set it at 1 hour refresh and I have some other dynamic stuff I'll do with them for the next patch. If we decide that 1 hour is too long we can always reduce it, but starting at 12 min and increasing would be a lot harder for people to adjust to.
Haven't tested but it sounds like destros are gunna be a thing of the past. IMO they were beast in groups due to how much better they become with buffs but now I'm not too sure. Maybe not tho if hit with a buff and they don't have iron skin on and just .5 people idk. Only time will tell. But dmg from mage spells in groups gunna be rough... only if you put a different magic protection on each piece *sigh*
I don't like the fact that the one thing archers had that nobody else had was rapid shot. Now say good bye to the few destros and the one heavy hybrid on the server let's all be mages. I think you missed the mark on this. Rapid shot should be longer, mages still have haste but the archer gets fucked....
Let's just say I've played destro quite bit and idk where mages on these forums think destros an easy win.. it's easy to say "land arrows"... with iron skin and arrow shield, msges actually hit harder with a bow than a destro does compared to their damage. And even if a mage stays with magic, arrows only hit for like 30 to 34 with a staff out against a decent bag. Then you have plash dmg for 40... anyways I don't care enough Ima stay destro just the changes didn't make much sense to me. Atleast do the same changes to self buffs lol Also side note to the devs.... I'm having trouble accessing the account page on your site to pay for a sub. It keeps saying my email and password don't match. I even tried to change password and it let me but the new password doesn't work either.. some others thought I was crazy but they had trouble too. Only one person in my clan can access it as far as I know
PTS Suggestions so far: - NERF THEMYSCIRA, the spawn rate is applying to Island of main land and it's a never ending respawn of Mahogany/Limestone - Either remove it completely or cut the re-spawn timer in half - This is under 20 minutes of farming , it takes 3-4 minutes to clear the entire thing - If it isn't significantly nerfed it will destroy the housing market Gathering - Until you can remove the need for crafting weapons, either make them unbreakable or add some more durability GUI - Add the ability to toggle the durability bar with a keybind - OR change the item icon color to reflect the durability. It's nice but it's also an eye sore with a huge bank. Being able to quickly toggle off and on without going into menu would make it just fine -CRUDE EXAMPLE - Work harder on that node resource meter bug It's more annoying now than ever and will be very confusing to new players --- Post updated --- Thank you guys for the hard work btw New patch so far is amazing, i can't wait for it to go live.
Oi so weird to log in from a computer, I do my forum browsing from my phone 99.9% of the time . I think with the durability bars we may look at disabling them on items that have full durability, so you can see at a glance full dura and low dura items. Colouring them in different colours like that on the items themselves will make it very hard to distinguish the items I think, so probably best to stick with the universal bar under the item. Keybind for toggle on/off might be a good idea to see at a glance, or maybe we could make it that holding down a modifier key such as shift will display them until you release the key, we'll tinker with it more as we go this is just a first little step. The resources for houses you are getting from regular mainland nodes at that quantity? That seems a bit much lol... I'll ping that to TJ if he hasn't seen it yet. Also what is the issue you are referring to with the resource meter bug? Is it not updating properly for you when you look at the nodes? Glad you like the changes . Also FYI to everyone that we're going to be doing a revamp to the way skills work so that the difference between top and bottom is minimal. What this means is that the maximum output for skills remains the same but the baseline starts at much higher. So for example if the greatswords skill adds +10 to damage at max level and +1 at level 1 currently, the new values would be something like +6 at level 1 and +10 at max. We want to make the game casual friendly but we also don't want to remove ALL character progression for those that like to complete a character and work for that extra 1-2% damage. So we took a little inspiration from EVE to do it in a 5 stage system with each stage being 5x longer than the last. The result is getting to 96-98% total damage output is pretty quick, while the last 2-4% will take a long time to max out. We're also looking at adding titles you can apply to your character for maxing out certain skills or groups of skills. Finish all melee weapons to 100? Get a "Weapons Master" title you can apply, complete all schools to 100? Get a "Wizard" title, etc. They will be just for fluff mostly but there will be titles you can acquire through questing and other means we're looking to add in the future that will carry bonuses. On the topic of the buff others, the duration is yes super short compared to the buff others of old. We'll play with it but there's other things coming down the line with combat changes that will likely tie in here such as specialisations either through gear bonuses or possibly character specialisations that may affect buffs. We'll be bringing up more discussion topics about combat changes and balancing ideas to get feedback and start some conversations with you guys. I know it's been discussed for many many years but we will be bringing up some ideas on a direction for them and as we promised many moons ago we'll always try to keep you guys in the loop. Sometimes we just act in what we feel is the best interest of the game but for items that are typically "sore points" or we think may be controversial we try to give you guys a heads up instead of Surprise we removed magic guys! Lastly the team is very excited about these changes because many of us can't even really play the game effectively because while we finally do have a few people on as paid staff many of them are part time and have full time jobs + families and finding time to sit and play the game a lot can be too much(This was also actually one of the things that came up in the meetings leading up to our "pivotal moment", if we can't play our own game how can other casual players?). With the game being much more casual friendly you may see a few more people in the BPG clan cruising around and possibly a few staff streams so you can watch us get our butts kicked by the talented PVPers in the community!
Thanks for the quick reply. Yes a toggle would be nice The resource node bug is when it shows empty but it actually is full --- Post updated --- Using the Alteration token
Now this will be an amazing change to the world of Agon, can't wait. Maybe just keep the the destro spells, we qould have all we need... some stat management, just a handful of buffs/debuffs and just enough utility spells. Nice change.
I think the color option for durability wouldn't be a bad option. This is what your bank looks like with multiple items cascaded having the durability option on, it's not very pretty BUT its the least of my worries and is manageable in its current form.
Getting chased by a Zerg while you are in your full dragon set, quick pop a race change, instantly gone!!!!
You would still have the logout timer, wouldn't work. In my video i clipped the whole logging in and out process lol