THRONE AND LIBERTY

THRONE AND LIBERTY

View Stats:
Maeve Oct 25, 2024 @ 2:12am
couple issues that you want to look at + how to fix them
Greetings,

there is several in game issues which should be fixed. Or could have workaround implemented for considerable amount of QoL

1) there is a lot of skills with very poor description. Its so bad I suspect chatGPT doing the translation. I am not paid for this so I'll just name couple. You should have native english speaker dev look at all of them. it affects like 20-25% of all skills, including specialization. (at least from wand and staff, which I play)

- wand passive skill Saint's oath is missing crucial information on the effect duration. Also what is skill damage? Do monsters do skill damage or is it pvp skill only?

- staff active skill Judgment lighting, there is a passive that says it adds cast time, but the skill can be used without cast time? what? and it actually does add cast time. So you spend 5 points to make the skill worse?

- wand active skill Ray of Disaster specialization concentrated effect says it reduces cooldown by 50% and increased damage by 100%. Awesome, except it does neither

- wand passive skill Selfless soul says "Granting health recovery and regen to allies via active skills..." none of wand skills uses the term health recovery and health regen in their skill description. is it cross weapon skill? And what is active skill? Does HoT from Fountain of life count?

also why can't I click on the skill to bring up the skill description window (like you can when you craft chests to mouse over the chest content before crafting them) so you could use contextual mouse over words, like "weaken: burn" and stuff. There is only one skill in staff mastery that describes what burning does. And there is no saying what weaken: curse does. (I used google, its just damage dot). There is a lot to be improved in this department.

2) when you mouse over party nameplates in your on screen party window (which I moved above my skill bar) then skills you assigned to your mouse buttons no longer work. Kinda oversight, only affect healers, so I guess you never found out during testing.

3) occasionaly when there is 200+ poeple on the world boss, the boss won't render for me right away after spawn. I can see other people smashing air where the boss is and I can see bosses health bar going down in the event window, but I can't do anything. This is unnaceptable. Last time the boss went to like 30% before I was able to target it. Just make the boss rendering priority 1 in open world boss instances.

4) I don't want to hear NPC voices (I hate the guy who says Never ever touch your armor... 500 times a day!!) And I don't want skill usage sounds of my or other characters or groaning while fishing, but when I turn off character voices in the settings it also mutes bosses in dungeons. I can't play properly without hearing those and switching settings on and off is a bother. Can you separate these settings?

5) a suggestion - healing in dungeons is pretty bad experience. Its fine once you get 2500+ CP since these dungeons are designed for 1600 so you just zerg thru them, but for begginers its unnecessary hard. The main reason is very low range of healing skills. Most of the time you have to be close to the boss to be able to heal everyone, which is not something you would normally do as a healer. Solution is simple. Introduce co op dungeon buff - 100% increase range on all non damaging benefitial spells. Thats it. It won't screw up game ballance in pvp since coop dungeons are separate instance and it will make success rate of newcomers doing dungeons higher cos they can focus on boss mechanics instead of chasing players to heal them. Why make the game look harder than it is?
Last edited by Maeve; Oct 25, 2024 @ 2:15am
< >
Showing 1-4 of 4 comments
Zarache Oct 25, 2024 @ 3:07am 
Skilldamage is boost any kind of skill dmg or heal.
On YT got some video where the formula got writen down.

With time you can increase your skills range just get some range increase so for wand you can reach 15m or more in the future and the range increase is just make every current and upcoming dungeon way to easy.
Dont chase them to heal them they need to learn position them self properly instead to run like a headless chicken.
Not even say most of the time when dps got damaged its because they constantly make mistakes and stand in dmg skills.
Maeve Oct 25, 2024 @ 4:10am 
Originally posted by Zarache:
Skilldamage is boost any kind of skill dmg or heal.
On YT got some video where the formula got writen down.

With time you can increase your skills range just get some range increase so for wand you can reach 15m or more in the future and the range increase is just make every current and upcoming dungeon way to easy.
Dont chase them to heal them they need to learn position them self properly instead to run like a headless chicken.
Not even say most of the time when dps got damaged its because they constantly make mistakes and stand in dmg skills.

so you want new players to already know what to do? huh? standard wand range is 14, with skill specialization, you can get 21, thats not far enough if you stand at range and the other player is at range on the other side of the boss. Plus when people run in dungeon they just go where monsters are, especialy melee heroes. Sometimes they fail to block fury attacks, got a lot of damage, you go heal them, meanwhile someone on the other side of the room also gets damaged and you as a healer can't do anything about it. If everyone know what to do you don't need healing at all, but I am talking about new players therefor your comment make no sense since its just "get good"
Skillo Oct 25, 2024 @ 4:26am 
Thats a great post, i do agree on some points that need improvement. Theres also strafe which adds "bullseye" but then other skills call this effect "target". So it gets very confusing :fardy:

I believe that the skill Judgment lighting adds cast time but guarantees a second cast, which is only a chance to occur otherwise, based on burn stacks (this is from memory so could be wrong).

Having a glossary would be very important. Games like path of exile have it and its very useful. Last epoch also deals with it relatively well i think. The problem is that these games have strong emphasis on mechanics and character buillding, so i'd assume that its not really a priority here, as odd as it sounds.

As for range, as a healer myself i understand your pain. However that is more of a player skill issue, some arenas are massive but you don't really need to be spread out. Temple of slaughter is a good example of this, people will fly while dying to poison or stay each in a different corner >.>
its especially punishing since the boss loves to spam poison pools and those are guaranteed hits.

Given how easy the game is and theres a decent amount of action combat mixed with the tab target, some of these classic mmo strategies like grouping behind the tank aren't very clear for the players.
Last edited by Skillo; Oct 25, 2024 @ 4:26am
Maeve Oct 25, 2024 @ 4:43am 
Originally posted by Skillo:
Thats a great post, i do agree on some points that need improvement. Theres also strafe which adds "bullseye" but then other skills call this effect "target". So it gets very confusing :fardy:

thanks, I tried to make it comprehensive. Altho i no longer have issue with healing, with almost 200 hours in game, the suggestion was for new players who are undergeared and just trying stuff for first time. The game mechanics are punishing and its hard to focus on both your skill rotation and game mechanics until you run the dungeon couple times and get used to cooldowns of your skills. The game should help them rather than making it too hard. Its like with fishing, at lvl 1 its hard, now I am lvl 13, I miss maybe like one in 20 fishes and catch the rest
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Oct 25, 2024 @ 2:12am
Posts: 4