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Discussion in 'Patch Notes' started by MWTaylor, Aug 27, 2017.
test server down?
So, basically still nothing. Got it! All these patches are nice and all IF it already had something to draw peoples attention. But since it doesn't these patches don't really mean anything unless they get something in game soon that draws pop.
I remember it was a 3v3 on cairn and you guys ran with tups like rats. You were an easy kill bro.
no idea about that. can u post a vid?
u killed me once on roa, i was naked resting on ikilit dungeon...
is anything on ur personal life affecting you so hard? i respect that.
edit: u not tired already about this discussion?
Why on earth should there be danger involved in crafting garbage/baseline gear (non mastery gear is mostly garbage)?
Test server is back online
my quick feedback:
- new crafting icon on top is bugged.
- regular skill menu is dark
- stats still slow af to raise
- stamina change is nonsensical (thats clearly too much)
Will the weapon changes affect transmutes as well?
Do you know how so? Like will the only thing changing be how rank affects the outcome of the transmute damage?
i just checked my weapons few hours ago on PTS
the damage base is lesser than it is on live.
Damn, guess they're gonna be even more useless in PvP now
We're going to rework transmutes and reintroduce transmute staves in some fashion.
Why not rework them first before introducing changes that make some weapons obsolete?
How does our current changes make them obsolete? The only thing we've done is remove variation in base damage.
What are you doing? That way you're going to ruin the game. You should get to the focus of the fire. What will bring more players?
1- You must create a transport system along the map.
2- You must create an action house.
3- You should make a system of GOOD quests and not what exists today.
Stop modifying crafting.
Stop modifying the stamina.
Focus on what really matters, please. Do not waste time on bullshit.
Faster transportation is in the works, global market is coming and we will add more tasks/quests. A lot of the changes to crafting right now are centered around 3 factors 1. it removes much of the tedium in acquiring gear, 2. it reduces the gap in equipment making viability more accessible to everyone 3. sets us up for expanding on crafting via the artisan specializations.
Great job with the weapon changes. The R40s feel reasonable now even compared to R60s. Should make it a lot easier for newer people
travel is the most important atm.
anything to sustain who still playing for awhile.
I like the idea of having no stam drain while sprinting for reducing tedium, but I find it a bit extreme to regain stam while sprinting under food buff. If you want to regain stamina there is always the option to use transfer spells or strafe/jog. I wouldn't mind seeing a higher stam drain on melee/archery*, not only as compensation for the stam you'll stop losing from sprinting, but also to slightly higher the skill-ceiling for those who miss a majority of their swings/shots.
I like that some spells have different stat drains, and would like to see that evolved upon, together with raw damage spells for a bit more varied combat.
* Would only really be needed if the removed stam regen from food while sprinting isn't enough.