- Sep 16, 2019
- 88
- 69
First of all. a big thanks for your hard work on this Big patch. This update is great. it Fixed and improve many old problem from the past. so for that Big thank you.
now a few bug have been found of course, it's always like this after a big patch. SO before talking about think that should be change, let's talk about some bug we found when running elga.
(some skill are dealing no damage since it was already posted i wont put it here) and of course the fun MS bug on Twin that is from the set it self that give 1200 MS
the 3th boss Diabolick cant touch us, it,s like he is from a other plain of existence. we see every animation but he just pass true us like nothing is there.
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Now let's talk about healing spells. after doing a elga with end game set we have no problem surviving it but for a normal team it will be now impossible with the current healing.
the main problem i see is on instant heal. i got a build full intelligence so i can heal better with all i have. the skill only Give 4k HP for a cost of 15% ( the cost is self is not the problem but the amount of heal the skill give atm. it is way to low and with all my healing skill i cant keep up with elga damage on other player.
and i was barley able to do it before the change now it really hard.
now my 2nd point about the healing. the over mana cost is to high all % mana cost healing skill should have a lower cost. the base system is fine the % cost is good in it self but some tweak need to be made.
So now every healing skill list :: Wide heal with my current stat after all the BUFF from the group will heal 12.2k that is good for all basic class but on a dragoon it's a joke. but 25% of the cast mana is a bit to much 15% would be a better solution.
Restoration mana cost should be lower to 20% ( the healing capacity of the skill is worth a high cost but atm seem to be to high> atm 25%
Instant heal >> a big buff is needed on this one on the healing capacity like i said on before. it is to weak and cost way to much >> mana cost should be lower to 10% >> and the healing effect not sure how it should work >> atm flat + % mana >> so rise the max mana value would be a better way to make it heal less at low lv and higher at higher lv. the Flat side would heal to much at low lv >>>
So atm the mana rate for healing is at 10% and lv 80 that have 747 intel for now will have more after messing with the stat later on ( 40k mana) >> IF 20% would be 8k healing from the mana side +1k from flat so 9k healing. (15% = 6k) (20% =8k) (25% =10k) so not sure what would be the best but i think 20% for a lv 5 seem better. on low lv 20% of max mana wont be this heavy on the caster healing capacity.
now a few bug have been found of course, it's always like this after a big patch. SO before talking about think that should be change, let's talk about some bug we found when running elga.
(some skill are dealing no damage since it was already posted i wont put it here) and of course the fun MS bug on Twin that is from the set it self that give 1200 MS
the 3th boss Diabolick cant touch us, it,s like he is from a other plain of existence. we see every animation but he just pass true us like nothing is there.
--------------------------------------------------------------------------------------------------------------------------------------------------------
Now let's talk about healing spells. after doing a elga with end game set we have no problem surviving it but for a normal team it will be now impossible with the current healing.
the main problem i see is on instant heal. i got a build full intelligence so i can heal better with all i have. the skill only Give 4k HP for a cost of 15% ( the cost is self is not the problem but the amount of heal the skill give atm. it is way to low and with all my healing skill i cant keep up with elga damage on other player.
and i was barley able to do it before the change now it really hard.
now my 2nd point about the healing. the over mana cost is to high all % mana cost healing skill should have a lower cost. the base system is fine the % cost is good in it self but some tweak need to be made.
So now every healing skill list :: Wide heal with my current stat after all the BUFF from the group will heal 12.2k that is good for all basic class but on a dragoon it's a joke. but 25% of the cast mana is a bit to much 15% would be a better solution.
Restoration mana cost should be lower to 20% ( the healing capacity of the skill is worth a high cost but atm seem to be to high> atm 25%
Instant heal >> a big buff is needed on this one on the healing capacity like i said on before. it is to weak and cost way to much >> mana cost should be lower to 10% >> and the healing effect not sure how it should work >> atm flat + % mana >> so rise the max mana value would be a better way to make it heal less at low lv and higher at higher lv. the Flat side would heal to much at low lv >>>
So atm the mana rate for healing is at 10% and lv 80 that have 747 intel for now will have more after messing with the stat later on ( 40k mana) >> IF 20% would be 8k healing from the mana side +1k from flat so 9k healing. (15% = 6k) (20% =8k) (25% =10k) so not sure what would be the best but i think 20% for a lv 5 seem better. on low lv 20% of max mana wont be this heavy on the caster healing capacity.