Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!
Dear users,
Forums are now a deprecated method of communication for AAClassic and are kept for historical purposes.
Please join our Discord! https://discord.gg/aaclassic
The auto loot idea is kinda p2w tho. Since you could for example afk farm over night in a peace zone with the auto loot stuff. But thats more a problem of auto-loot in general. What are ur stances towards it?
Yeh the consumption of sacrifice has always been shitty. They should just take the later version where it refreshes with a 25 sec timer on max stacks and doesnt consume itsself. But yeh i doubt they will. Healer gameplay/qol just isnt important enough since the main playerbase is dps.
Its always the same, if you want ppl to show up for it buff it to the point where its the best time/labor/reward ratio otherwise ppl wont care. I would say buff them according to location. If u want ppl to care about exeloch make it 10k, heedmar like 5 and yny 4 or so. Alternatively put some...
They could also limit the alts lvl to 1 and gate everything that they dont want alts to fk with with a min lvl requirement >1. This way the Alt would still be storage but cant do anything of importance.
Well said, at the end of the day the devs gotta know whether they wanna invest time into something that wont be as noticable in the first few months anyways. (they said they most likely wont and thats fine) As i stated from the beginning its not about nerfing or buffing classes without...
Just coz the other defensive stats prevent you from dieing that doesnt change the fact that you can RNG obliterate the pdef/mdef values of someones entire set worth 3-4 times the weapon it was attacked by and deal enough dmg with some ez to proc key skills that even with those other stats tanks...
Beersons post:
"Remove all procs as far as I care, we already have crit, no need for even more rng, especially rng that can decide battles regardless of skill. Or turn them into a more reasonable flat bonus. - yes as i suggested
"Those who say it isn't a big deal, it doesn't happen that...
Alright so lets adress some of the stuff that was written:
Tourniquet post:
"Ah yes delicious another thread to devour because OP doesn't have a full understanding of the game and doesn't understand how stats interact with each other. You want to talk about proc's lets do it then" - No reason...
Alright so i saw this on the discord and remembered how unbalanced and unfun some of the weaponprocs in the early stages of aa were. https://archeage.fandom.com/wiki/Weapons
Id like to propose some changes to make at least the most impactful procs a bit more balanced.
Im mainly talking about...
Litteraly doesnt matter at all for my point but its alright. No reason to be condescending.
Also them increasing the exp rates and adjusting various other things is a testament to them speeding up the server to a certain degree.
Afaik the HP gems for shields were introduced with later patches and were crafted. Imo they were a good addition to the game since the old blockrate gems didnt fit every shield users playstyle. After all to make blockrate worth anything you gotta stack it quite highly and preferably play with...
Ye mostly agree. It is a bit of a buff to manaconsumption to be fair since on a 20 sec timer you can wait for 15 secs let the regen kick in get two or three ticks of regen and recast a song to then keep the stacks. But thats not important enough to not add the qol change.
maybe you can implement two alternatives so that players can chose for themselves whether they wanna gamble or get it consistantly but with more cost.
You could guarantee the first 2. + keep the normal gems that have breaking chances for low honor cost and implement some gems that fit only in...
I think having a 10k cap is the max of what should be thought about simply for maipulation and dump all labor at once to crash something reasons. If we assume a 10k cap than a lower regen rate would also make sense since you dont want to have to login every 20.5h. Imo the sweetspot would be to...
Is there a way to make it based on how much you healed? That would be ideal since healers would be rewarded based on skill and not based on lasthitting something with antithesis xD
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.