We are live and streaming! Come join us for a final farewell to Kritika Online, as we share stories, watch clips, and hang out with you all in Watchtower. src="https://player.twitch.tv/?channel=enmasseentertainment&autoplay=false"
height="360"
width="640"
frameborder="0"
scrolling="no"
autoplay="false"
allowfullscreen="true"
>

July 23 PTS Patch Notes

A new update has arrived on the Public Test Server! Check out the full overview here.

GUNMAGE REVAMP

Most skills have updated text and effects. Please note, the localization in this early version of the update is not up to date with the content, so skills will have descriptions in conflict with their new functionality. This will be fixed in a future version and we hope to have more details on exact skill changes soon!

Gunmage experts, jump in and let us know how the updated skills feel!

  • Frost Mage
    -- Basic Attack—Cannot be charged
    -- Freeze Frame—New description
    -- Ice Needle
    --- Level 1 total Attack Power changed from 495 to 416
    --- Mastery Attack Power changed from 2312 to 2325
    -- Frost Blast—Attack type changed from Slashing to Piercing
    -- Ice Shards—Attack type changed from Slashing to Piercing
    -- Frost Bolt
    --- Can be activated with right-click
    --- Cooldown updated from 20 seconds to 10 seconds
    --- SP consumption updated from 4 to 5
    --- Can no longer be charged
    -- Frost Mastery—Attack type changed from Crushing to Piercing
    --- Level 1 total Attack Power changed from 1870 to 1470
    --- Mastery Attack Power changed from 5390 to 8990
    -- Ice Eruption
    --- Freezes enemy
    --- Does not give Frostbite once awakened
    --- Level 1 total Attack Power changed from 3,654 to 6,250
    --- Mastery Attack Power changed from 17,368 to 17,356
    -- Ice Lance—Attack type changed from Crushing to Piercing
    --- New skill icon
    --- Level 1 total Attack Power changed from 5,200 to 3,366
    --- Mastery Attack Power changed from 17,368 to 17,536
    -- Icy BFG
    --- Freezes enemies
    --- Does not give Frostbite once awakened
    --- Attack type changed from Piercing to Slashing
    --- New skill icon
    --- Level 1 total Attack Power changed from 9,228 to 18,000
    --- Mastery total Attack Power changed from 25,970 to 31,860
    -- Snowpocalypse
    --- Does not give Frostbite once awakened
    --- New skill icon
    --- Level 1 total Attack Power from 11,040 to 4,686
    --- Mastery total Attack Power changed from 17,600 to 17,656
    -- Chilblains
    --- Freezes enemies
    --- Cooldown changed from 40 seconds to 30 seconds
    --- Changed to one-time use
    --- Attack type changed from Crushing to Slashing
    --- New skill icon
    --- Level 1 total Attack Power changed from 12,077 to 21,850
    --- Mastery total Attack Power changed from 32,365 to 35,482
    -- Winter is Coming
    --- Freezes enemies
    --- Attack type changed from Crushing to Slashing
    --- Level 1 total Attack Power changed from 26,550 to 33,150
    --- Mastery total Attack Power changed from 52,020 to 52,230
    -- Icy Fingers
    --- Freezes enemies
    --- No longer gives a debuff
    --- Level 1 total Attack Power changed from 7,933 to 10,266
    --- Mastery total Attack Power changed from 12,217 to 12,297
    -- Snowmageddon
    --- Suction effect is stronger.
    --- Attack type changed from Crushing to Slashing
    -- Cold Blooded
    --- Name changed to “Frost Nova”
    -- Effect changed from “Increases Attack Power by 3000” to “Increases Damage by 20%.”
    -- Removed:
    --- Frost Lotus
    --- Ice Bullet
    --- Frostburn
    --- Frostbite
    -- **Prime Attribute Bonuses have changed: **
    --- Level 1 adds an additional stack of Frostbite to Ice Needle and Frost Blast
    --- Level 2 adds an additional stack of Frostbite to Hailstorm and Ice Shards
    --- Level 3 decreases the cooldown of Ice Needle, Frost Blast, Hailstorm, and Ice Shards by 1 sec when attacking enemies with Frostbite stacks, or who are Frozen or Hypothermic.
    --- Level 4 increases damage by 5% when attacking enemies with Frostbite stacks, or who are Frozen or Hypothermic.
    --- Level 5 increases damage by an additional 15% when attacking enemies with Frostbite stacks, or who are Frozen or Hypothermic.

  • Shadow Mage
    -- Shadow Smash
    --- Used by right-click
    --- Skill now throws thorns ahead of character
    -- Upshot
    --- Now has the Dark element
    -- Shadowlunge
    --- Causes a buff when you hit enemies
    --- Level 1 total Attack Power changed from 1,167 to 1,750
    --- Mastery total Attack Power changed from 5,523 to 8,950
    -- Hidden Strike
    --- Can be used alongside other shadow skills
    -- Shadowfist
    --- Level 1 total Attack Power changed from 1,167 to 1,750
    --- Mastery total Attack Power changed from 5,523 to 8,950
    -- Rapid Fire
    --- Level 1 total Attack Power changed from 2,910 to 3,330
    --- Mastery total Attack Power changed from 9,150 to 14,466
    -- Shadowbolt
    --- Level 1 total Attack Power changed from 2,070 to 3,393
    --- Mastery total Attack Power changed from 12,483 to 22,815
    -- Specter
    --- Mastery total Attack Power changed from 40,493 to 78,419
    -- Dark Shadows
    --- Level 1 total Attack Power changed from 6,432 to 10,824
    --- Mastery total Attack Power changed from 7,584 to 30,264Removed:

  • Dark Rage (combined with Shadow Lunge)

  • Warp Mage
    -- Magic Space Bullet—skill is now a passive, right-click skill
    -- Warp Ferocity
    --- Doesn’t consume Planar Distortion
    --- Increases Attack Speed and Movement Speed
    --- Cooldown is reduced from 60 seconds to 30 seconds
    --- An Awaken option is available
    -- Singularity
    --- Level 1 total Attack Power changed from 1,476 to 1,740
    --- Mastery total Attack Power changed from 7,740 to 9,300
    -- Gravitic Mire (Reverse Gravity)
    --- Level 1 total Attack Power changed from 3,174 to 3,575
    --- Mastery total Attack Power changed from 7,846 to 12,487
    -- Wall of Guns
    --- Reduces number of hits to 20
    --- Mastery total Attack Power changed from 16,240 to 24,560
    -- Core Overload
    --- Level 1 total Attack Power changed from 8,459 to 8,745
    --- Mastery total Attack Power changed from 15,840 to 25,685
    -- Singularity Blast
    --- Pulls enemy regardless of Planar Distortion status
    --- Level 1 total Attack Power changed from 7,641 to 7,750
    --- Mastery total Attack Power changed from 16,351 to 17,050
    -- Chiru's Glitter Gun
    --- Number of hits reduced to 30
    --- Level 1 total Attack power changed from 11,128 to 11,100
    --- Mastery total Attack Power changed from 19,032 to 24,780
    -- Position Beam
    --- Mastery total Attack power changed from 53,892 to 75,924
    -- Wave Motion Gun
    --- Level 1 total Attack Power changed from 49,960 to 64,496
    --- Mastery total Attack Power changed from 53,152 to 74,816
    -- Removed:
    --- Volley
    --- Bullet Time

  • Imprints: https://forums.enmasse.com/kritika/discussion/comment/37126/#Comment_37126

«1

Comments

  • EWNMAHJEJMEWNMAHJEJM Member, KOL

    i dont see loli anywhere here

  • PP597W94LAPP597W94LA Member, KOL

    postponing the noblia again y.y

  • destROYer2357destROYer2357 Member, KOL

    The mage updates are really anticipated. And its required too. Please, let the mage updates hit, the shit loli will come. The mage needs love and maybe they are getting it now.

  • ReiatzuReiatzu Member, KOL ✭✭✭

    Noblia is not post poned. Read the Developer notes. Gunmage buffs were suppose to come early August, and Noblia is anticipated for late August.

  • ReiatzuReiatzu Member, KOL ✭✭✭

    It wasn't mentioned in the patch notes, but they added White and Black Dye for 150 Dye points.

  • xManiNekoxManiNeko Member ✭✭✭

    Shadow Mage changes:

    .

    Shadow Smash:

    Shadow smash change in a skill that is similar to Shadow Bolt (except for the reaper status and jumping).
    Total damage change from 2300 to 9232 (+301%)
    8 second cooldown
    .

    Dark Rage:

    Is removed and now combined with Shadow Lunge
    .

    Umbric Double:

    Reduces to only 1 skill level.
    Description:
    Dark Tide (buff) duration increased to 3 seconds -Important!!!=
    Damage increases by 5% (was 6)
    Duration increases by 5% (was 6)
    Max Stacks 5 (was 3)
    Now gets activated when you use a shadow skill (was gun+shadow skill before). And increases the damage of all gun skills:
    Upshot, Shadow Lunge, Rapid Fire, Shadow Scourge, Shadow Bolt, Gun Fu and Gun fu Ex
    .

    Dark Tide:

    This is in my opinion the biggest change
    The old damage reduction debuff is removed and replaced by a self buff.
    It last 20 seconds (but can get increased by 3% for every umbric double stack activation)
    it increases your Dark Bonus by 100 (which is roughly 30% damage increase on all skills - if you have dark conversion)
    It let you have a longer dash
    It increases the damage of your shadow skills (how much is not said :( )
    .

    Upshot:

    Stays the same
    .

    Shadow Vortex:

    Stays the same
    .

    Hidden strike:

    Damage stays the same, but the big change is now that you can still use shadow skills when Alteo is out. Something that wasn't pre-patch.
    .

    Shadow Lunge

    Damage increases from 7731 -> 8951 (+16%)
    Furthermore, the skill animation changes. You do not have to charge it anymore you instant dash forward.
    .

    Shadow Fist:

    Damage increases from 7217 -> 9891 (+37%)
    .

    Dark Talons:

    Stays the same
    .

    Rapid Fire:

    Damage increases from 9150 -> 14466 (+58%)
    .

    Shadow Surge:

    Stays the same
    .

    Shadow Scourge:

    Stays the same
    .

    Shadow Bolt:

    Damage increases from 11682 -> 22815 (+95%)
    .

    Wraith Strike:

    Stays the same
    .

    Gun Fu:

    Damage increase from 17568 -> 33876 (+93%)
    .

    Shadow Mire:

    Stays the same
    .

    Specter:

    Damage increases from to 40493 78419 (+93%)
    .

    Dark Shadows:

    Buff is removed but cd is decreased to 5 seconds (was 50 before), you can only use this skill when Dark Tide is active.
    Also this skill reduces the duration of dark tide by 10 seconds
    Damage increases from 7584 to 302632 (+303%) raw damage. Total (because of cooldown) (+3030%)
    .

    Doppelganger:

    Stays the same
    .

    Hidden strike [EX]

    Damage increases from 12989 -> 19473
    .

    Gun Fu [EX]

    Damage increases from 20790 -> 27240
    .

    Specter [EX]

    Damage increases from 28600 -> 37039
    .

    Imprint change:

    Upper row change:

    [1]
    When using upshot (2nd attack), Wraith Stikre, Specter, Shadow Fist, Dark Talkins increases dark bonus by 20 for 10 seconds and damage by 10%
    [2]
    Shadow first attacks with graps instead of hit, holding duration 2 seconds. Also shadow surge attacks with a grasp, holding duration 5 seconds (need to check if this is in line with the awakening)
    [3]
    When using shadow smash, creates an additional shadow thorn
    .

    Middle row change:

    Stays the same :(
    .

    Bottom row change:

    [1]
    When using darkshadows the spinning blade duration (when you are submerged) increases by 1,5 second. Also you can move with the arrow keys
    [2]
    Shadow mire gives you and your party members an invincible frame when standing in the skill gives you a 10% damage buff.
    [3]
    When using dark shadows the cooldown of Specter, Wraith Strike (cloning skill), Shadow Surge (clap) and Shadow mire get reduced by 5 seconds
    .
    .

  • DanShadowXDanShadowX Member, KOL

    enough thing, many changes, xManiNeko thank you, add me for Friend DanShadowX main Shadow mage 2,082,000k CR.

  • xManiNekoxManiNeko Member ✭✭✭

    I play on EU though XD But I'm glad you like it :smile:

  • SmorecerorSmoreceror Member, Administrator, EME Staff mod
    edited July 2018

    Imprint info!

    Imprints

    All major imprints for Gunmages have been updated. In this test build, imprint names have not been updated yet, but their effects have. Names will be updated in a future build.

    • Some minor imprints have been deleted:
      -- Warp Mage
      --- Magic Space Bullet: Increased Damage
      --- Magic Space Bullet: Reduced Cooldown
      --- Bullet Time: Increased Damage
      --- Bullet Time: Reduced Cooldown
      -- Frost Mage
      --- Frost Bolt: Reduced Cooldown

    • Warp Mage
      -- Event Horizon: Singularity—Allows you to charge and stack up to 2 additional black holes, which can be used without a cooldown.
      -- Event Horizon: Gravitic Mire—Increases Range and Duration of Gravitic Mire, and stuns enemies. Summons a large gravity field to damage enemies after shockwave.
      -- Event Horizon: Core Overload—Select a large area containing enemies, who are temporarily teleported away and return damaged. Attack Power: 100%
      -- Black Hole: Magic Space Bullet—You can shoot two Magic Space Bullets, Right-click to fire more.
      -- Black Hole: Chiru’s Glitter Gun—Creates a dimensional portal to stop enemies in their tracks for up to 6 seconds, then explodes, dealing 2000% Combat Mastery damage. Increases Duration of Warp Ferocity by 60 seconds.
      -- Black Hole: Warp Ferocity—Double the shots fired by Chiru’s Glitter Gun
      -- Zero Point: Entropic Blades—Summons a blade that attacks enemies in front of you. Skill cooldown reduced by 5 seconds.
      -- Zero Point: Wall of Guns—Increases the damage of Wall of Guns by 200%. If Wall of Hurt is active, Wall of Guns produces three additional guns.
      -- Zero Point: Positron Beam—Changes Positron beam into an AoE attack. While casting, nearby enemies take 10% more damage.

    • Frost Mage
      -- Stormfront: Hailstorm—Using Hailstorm creates Ice Clouds that follows and damages nearby enemies. Ice Cloud duration: 10 seconds. Attack Power: 100% of Hailstorm Shard.
      -- Stormfront: Chillblains—You may select the area affected by Snowpocalypse. Increases drawing power and affect speed. Duration: 10 seconds. Attack Power: 200%.
      -- Stormfront: Snowpocalypse—You may select the area affected by Ice Lance. Increases Duration of Icy field to 20 sec, and Damage by 400%.
      -- Glaciation: Ice Eruption—Ice Eruption stacks up to 2 times.
      -- laciation: Ice Shards—Icy BFG can no longer be aimed but has its area of effect and Damage increased by 150%.
      -- Glaciation: Ice Needle—Reduces the cooldown of Frost Bolt by 7 seconds and increases its Damage by 5000%. Frost Bolt cannot break Frozen.
      -- Sub-Zero: Freeze Frame Amplification—Increases the Ice Bonus of Ice Needle, Frost Blast, Hailstorm, Ice Shard, and Frost Mastery by 10. Max stack: 5. Duration: 10 seconds.
      -- Sub-Zero: Icy BFG—Transforms Ice Shard into a fast-moving frost orb that fires off Ice Shards as it moves. The shards inflict Frostbite. Orb Attack Power: 100% Shard Attack Power: 200%
      -- Sub-Zero: Freeze Frame Acceleration—Transforms Ice Shard into a fast-moving frost orb that fires off Ice Shards as it moves. The shards inflict Frostbite. Orb Attack Power: 100% Shard Attack Power: 200%

    • Shadow Mage
      -- nvisible Hand: Darkness—Following Upshot's second attack, the Dark Bonus of Wraith Strike, Specter, Shadowfist, and Dark Talons is increased by 20% for 10 sec. Also increases Damage by 10%
      -- Invisible Hand: Shadowfist—Shadow Fist grabs and holds an enemy, instead of attacking. Duration: 2 sec. Shadow Surge grabs and holds an enemy instead of attacking. Duration: 5 sec.
      -- Invisible Hand: Shadow Surge—Creates an additional Shadow Thorn when using Shadow Smash.
      -- Shadow of the Gun: Dark Rage—Increases the Crit Damage of Shadowlunge by 10% for 16 sec.
      -- hadow of the Gun: Rapid Fire—Increases maximum number of shots by 3.
      -- Shadow of the Gun: Gun Fu—Limits the maximum number of Gun Fu hits to 9, but reduces its cooldown by 15 sec. Reduces target's Piercing resistance by 20% for 5 sec.
      -- Black of Night: Dark Shadows—Increases the duration of Dark Shadows' spinning blade effect by 1.5 sec. Adds the ability to change direction while moving.
      -- Black of Night: Shadow Mire—All allies within range gain Ultra during shadow Mire. All allies gain the Encroach buff, which increases damage by 10% for 8 sec.
      -- Black of Night: Umbric Double—While Dark Shadows is active, the cooldowns of Shadow Surge, Wraith Strike, Shadow Mire, and Specter are reduced by 5 sec.

  • SmorecerorSmoreceror Member, Administrator, EME Staff mod

    And Prodigy is still planned for August! Just not in this update :)

  • MeshakMeshak Member

    @Smoreceror are you looking for feedback or just bug submissions via the bug submission form. If you want feedback do we post it here? What sort of feedback is useful? Are the skill changes a done deal and we're just trying them out or could something like bullet time come back?

    If we have questions about the changes or specific skills where do we ask about them?
    How long will this be on test prior to going live?
    Thank you

  • xManiNekoxManiNeko Member ✭✭✭

    @Smoreceror

    -- Invisible Hand: Darkness—Following Upshot's second attack, the Dark Bonus of Wraith Strike, Specter, Shadowfist, and Dark Talons is increased by 20% for 10 sec. Also increases Damage by 10%

    It increases your dark with 20 points not 20% :o (small typo I guess, though I wouldn't mind the 100 extra dark ;'D )

  • J3JYKCPPFLJ3JYKCPPFL Member, KOL

    Well idk anything about dark mage or warp, I will review both later. but frost mage seems misplace on imprint name. The ratzilla, kurghon, and tovinmor are the set for ice shard imprint not ICE BFG, and also the buff iframe skill really nice., making chillblans one time skill really seems weak cuz u cut the damage half of the original skill. With 2x time skill we can get 80k% attack with buff but u cut it to one time only,, it's not really fair cz this class is the weakest. What exactly ur point? Lol
    The flower lotus change to frost bolt it's really good, with imprint we can spam 3s 7k% skill but it's not even powerful when enemies are frozen. The original skill make it blast and add around 20k% attack when come to frozen blast. Again u make it the most powerful skill to weakened skill on weakest character lol. U ADD IFRAME IN POWERFUL SKILL BUT U ALSO MAKE IT THOSE WEAK SKILL!!!!BRAVO BRAVOOOOO! Lmao

  • GaerekGaerek Member
    edited July 2018

    @Smoreceror said:
    -- Sub-Zero: Icy BFG—Transforms Ice Shard into a fast-moving frost orb that fires off Ice Shards as it moves. The shards inflict Frostbite. Orb Attack Power: 100% Shard Attack Power: 200%
    -- Sub-Zero: Freeze Frame Acceleration—Transforms Ice Shard into a fast-moving frost orb that fires off Ice Shards as it moves. The shards inflict Frostbite. Orb Attack Power: 100% Shard Attack Power: 200%

    ^ Typo here -- 3rd piece of that set in PTS is something else, don't remember it off the top of my head since I didn't try it out - but it isn't spammable Ice Needle, that's for sure =/

    Overall, I'm not a fan of the changes to Frost Mage. Damage increases are great. Damage type change from Crushing to Slashing/Piercing to consolidate damage types is pretty darn good. Frost Bolt CD dropped to 10 seconds is amazing. But most of the other changes are pretty terrible.

    Chilblains -- Single Attack for full damage? GREAT -- or it would be if there wasn't a range issue. The current Chilblains in the live server has two hits -- the first hit in a smaller AoE, then a second hit with the explosion which breaks frozen enemies out that has a wider range. We're left with only the smaller range attack with the new version. I prefer the old version. Not only does it have a wider range on the second attack, the explosion knocks enemies back a bit (or at least stuns them pretty well). The knockback is a pretty big deal for close/mid range fighting.

    Removal of Ice Lotus -- doesn't sound like the best idea ever, honestly. Yeah, it's a "trash skill" that doesn't contribute much to damage output. I still prefer that over Frost Bolt right click, though. Ice Lotus is a pretty nice filler, especially with Ice Needle Imprint (Glaciation 3rd piece), since you'll have it up at full charge pretty quickly with spammable Ice Needle. And it's a decent hit-stun filler if you somehow manage to have everything on CD (probably use Frost Blast/Wind instead, but I personally prefer Ice Lotus for that if it's available, since it doesn't actually have a CD -- just requires you to use some other skills first). Damage output is terrible, but I don't think anyone's really going to complain about that when you're getting the skill for free when it's just being used as a filler/utility (and not being leveled, or requiring it to be leveled for anything). I'm going to ask this as well: was PvP taken into consideration at all when Ice Lotus was removed? Because it definitely seems like a skill you'd be using in PvP for combos.

    Removal of Ice Needle imprint -- literally kills Ice Needle usage. What's the point of leveling Ice Needle at this point? The 3 piece set actually makes Ice Needle able to do damage. While it doesn't increase the DPS of the skill to a point where it occupies one of the top 3 on the DPS chart, it still brings it pretty high up there on my charts (about 7%, usually floating around 5~7th DPS skill listed, occasionally higher [usually lower at around 2~3% for single targets, though -- mostly the dangerous ones that I can't spam as freely] ). It also removes the point of Awakened Ice Needle, since the loss of the imprint basically makes the skill "irredeemable trash" -- it's only good/decent if you're able to spam it.

    Imprint Change to Glaciation - Ice Eruption (1 piece of the set) -- ehh... it's ok? Honestly, I prefer the old version. It's an unreliable hold/immobilization skill, but it ignores Armor -- and that's a pretty big deal. It also takes out a big chunk of Armor too when it hits. So the change to make it x2 regular Ice Eruptions is... pretty meh in my opinion. And if you're someone who likes to engage enemies up close, it's a pretty big deal since you won't be able to use a longer duration "freeze" to keep enemies in place while dropping down skills at point blank. I'll need to take a look at enemies with Armor for Frost Mage skills later (specifically bosses), when I get access to Windhome

    Basically, the update is going to completely kill any sort of close-range Frost Mage build -- which is what I run. Close-range is considerably riskier, and it's a lot more work than Mid-Long range builds for about the same amount of damage (not considering Prime Attribute Lv 3 -- it might actually be stronger with it, but I don't know since I haven't gotten to that point yet), but it's a lot more interesting/engaging for content that doesn't force you to use hit and run tactics (think brain-dead Hailstorm Imprint spam). The current Glaciation imprint set synergizes very well and actually feels interesting to use and adds variety to the class. The new "Sub Zero" which takes the Ice Shard imprint from the old Glaciation set doesn't do anything in regards to close-range combat, nor does it really add much in regards to "variety" for the class. The new "Glaciation" set is now basically the old "Sub Zero" but with emphasis on AoE/Range. The current Frost Mage feels interesting, and actually makes it worth investing in a second skill tab to alternate between builds -- this update, if it goes through, is going to kill that. I don't know what is planned for Mage's 2nd awakening, but if any of these changes is being made in anticipation of that, I'd honestly prefer that they held off and saved it for then rather than implement them now. [Actually considering quitting if the Glaciation Imprint changes actually go through -- this would be the... third game that my build is being gutted, if this goes through? Good time to quit MMOs if when that happens, honestly]

    Warp Mage -- Removal of Volley... erm...? Volley was a pretty nice filler... any reason to remove that? =_=;; I'll need to check out Warp Mage on PTS later for that one. Also need to take a look at Singularity Blast change (awakening synergy on skills too, if that's still there)

  • xManiNekoxManiNeko Member ✭✭✭
    edited July 2018

    To be fair Frost Mage was the strongest of the 3 mages, he just dies to fast. Since he is a turtle :/ (I have all 3 mages)

    Did you guys actively tested Frost Mage already? I am asking this, because the buffs are in line with Korean and there he is considered now semi top dps o.o
    Just because you choose to have a build now and it will be weaker with the next update, doesn't mean the character gets weaker o.o (I need to change my build too for my Shadow Mage, since I am originally a piercing type player (gun skill), with low level on the shadow skills. Need to work around with that for the best damage output too now o.o.

    Overall Shadow Mage update feels really good, while we do not have that many skill changes (main change are Dark Shadows, Dark Tide and Umbric Double) but the damage increase feels really good. Also check the original damage on live vs pts. (the numbers are actually higher then was previously announced on Korea)

  • PP597W94LAPP597W94LA Member, KOL

    would not have changed the Badge system so it could be accessed without having to strip them, which is removing them placed in the Bank (Vault Manager) passes to another character equip all 9 and then to removing and do everything again and well boring, would not have as it leaves the effect of them in all the characters that are in the account in the Recommended Level to use it like (lower Level 45, Average Level 50, Superior Level 55, Rare Level 60 and Legendary Level 65) that is very annoying and time consuming making it even more so for those who have a lot of character

  • GaerekGaerek Member
    edited July 2018

    @xManiNeko said:
    To be fair Frost Mage was the strongest of the 3 mages, he just dies to fast. Since he is a turtle :/ (I have all 3 mages)

    Did you guys actively tested Frost Mage already? I am asking this, because the buffs are in line with Korean and there he is considered now semi top dps o.o
    Just because you choose to have a build now and it will be weaker with the next update, doesn't mean the character gets weaker o.o (I need to change my build too for my Shadow Mage, since I am originally a piercing type player (gun skill), with low level on the shadow skills. Need to work around with that for the best damage output too now o.o.

    Overall Shadow Mage update feels really good, while we do not have that many skill changes (main change are Dark Shadows, Dark Tide and Umbric Double) but the damage increase feels really good. Also check the original damage on live vs pts. (the numbers are actually higher then was previously announced on Korea)

    Actually, Frost Mage is [looking like it's] getting a buff with this update overall -- but they're basically forcing you to play ranged and killing any "meme" builds. And I prefer meme/interesting builds, not braindead "I spam things far away/ranged" unless the content is not friendly to it

    Chilblains (no imprint) is a massive DPS skill that is close-mid range. Removing the Imprint makes it less usable for longer range builds, but they've switched it out for a different skill that's also close-mid range and turned that into a longer range skill instead. Chilblains Imprint change doesn't affect mainstream Frost Mage much at all -- you can almost see this as a buff, actually. The skill change itself is an issue -- you lose the wider AoE damage, and you're running a higher risk of taking damage. Needing to hit the skill twice for the Ice Explosion isn't much, and having the choice of dealing less damage and keeping enemies frozen is honestly pretty amazing. If you ignore the fact that you're losing the second attack/explosion -- it's actually a buff. Overall damage is the same, CD is consolidated so you don't have to awaken the skill for an iffy CD reduction. Just slightly riskier to use if enemies don't become frozen when casting the skill up close, that's all.

    Frost bolt change that halves the CD? Amazing. Removing the charge mechanic on it? Not an issue since you usually rather drop other skills instead than take the time to charge the skill up. So that's another buff. Placing it on Right Click and deleting Ice Lotus? For mainstream Frost Mages -- amazing for them since they're going to be ranged and Ice Lotus is total garbage for ranged fighting since the lotus just fly off into the distance over targets if they're too far away, not to mention they're now saving a skill slot to place something else in. For close range? They're deleting a crucial filler skill for close-range fighting.

    Ice Needle is basically getting completely gutted. Ice Needle itself is TERRIBLE damage. Your DASH ATTACK -- 0 MP cost, 0 SP cost, low CD - DEALS AS MUCH DAMAGE AS A CHARGED ICE NEEDLE. Complete and utter trash skill. You won't be using either as a ranged fighter, but Ice Needle would be a free filler skill that doesn't actually contribute much. And awakening the skill? Drops the damage further for ranged, and doesn't contribute damage to its charged attack. And the only thing that makes that skill even remotely usable is the Ice Needle Imprint that lets you cast x5 in a row (2 sec CD on individual casts). It's a big filler skill for close range since you're now getting 150% rather than 100% spamming, and if you're spamming, you should get about 2 casts per 1 charge attack, so that's a slight DPS increase in that sense too. Very minimal bonus, to be quite frank. And it's a 3rd piece of a set, so you can't mix and match it to the Hailstorm imprint that'll make that piece 100% broken with Prime Attribute. Basically, trash skill that gets minimal bonuses at a high cost. It's being gutted. The only way for it to get a big boost is from Prime Attribute Lv 3, which reduces the CD on 4 skills by 1 Second every time you attack -- in conjunction with VERY HIGH ATTACK SPEED. In that instance, you will be dumping EVERY SKILL YOU HAVE OFF OF CD AND STILL HAVE MORE TO SPAM - or that's the theory behind it anyway, as I haven't gotten the Prime Attribute to test it out myself yet (read -- I don't know if there's any gimmicks behind the Prime Attribute, such as a hidden CD on its effect that might kill that idea). And that'll give you full charge on Ice Lotus almost instantly, so that'll be your filler if you do somehow manage to set everything on CD. All of that is being gutted. It's a much more interesting set-up than "I cast this skill anywhere and run around like a headless chicken while waiting for things to die because YOLO AUTOTARGET-- and I'll also drop a few more heavy hitting skills from afar to speed things up"

    Ice Eruption Imprint change... isn't really a nerf, but isn't really a buff either. You basically get to double your damage on that skill with the new imprint since you can cast it twice, and the hold/armor ignoring "pseudo-freeze" of the current version is unreliable (as enemies sometimes ignore getting hit by it and keep moving anyway, leading to premature deaths). If you are long range, none of that really matters much -- if you're close range, it's a matter of life/death. But who plays close range anyway, right? =_=l|

    Condensing the shield skill and damage buff skill into one isn't a great move either, though it isn't a terrible one. I don't really use either skill much, but it does make it so you're not able to guard and buff separately, which sorta stinks? But at the same time, you're more likely to get the most use out of the damage skill if you're not taking as much damage too, so...

    And for me, those 4 skills (+ Ice Shards that is being moved into another imprint set) are the core of my build -- so getting rid of all of those at once basically guts everything out of it. It's not like I can't play the class, I'll just be bored out of my mind since it'll become repetitive/boring with all the massive AoEs and mindless skill uses for the more difficult content that I'm supposed to actually need to "TRY" (read that as not being able to one-shot/cycle stuff) in order to clear. And once I'm bored, it means it's time to move on -- so I'd probably drop the class (and maybe the game while I'm at it too). If you're looking for damage increases/buffs to the class? GREAT update. Looking at whether or not the class is going to still be interesting and have a variety of ways to play it? Horrible since they're homogenizing everything. I can understand most of the changes, I just don't particularly like them as it seems like it'll just make the class very... bland and lack depth to its design

  • J3JYKCPPFLJ3JYKCPPFL Member, KOL
    edited July 2018

    Well frost mage it's not my main char in live server. I just use it to play FRACTURE MEME Spam rank and Leveling Ability. The only reason I love this char cz the AoE is powerful and close range is amazing. But the way they change the chillblains it's absolutely weird. Cuz after the enemy frozen u need to go back far enuf to cast AoE skill again if u stick around near it u will get banged. LMAO and plus right click spam is awesome the only reason I used it cz when I frozen the enemies I can knock them out. Right now the enemy still standing on after frost bullet. Again LOL u need to run away again. If this is OPEB WORLD base game well it's okay to run over back but this is PORTAL BASE game so it limited area to move. Plus this class is the weakest cz they need to move around which area in the dung seems pretty small especially when in FM Lol.

  • MeshakMeshak Member

    Warp Mage: Essentially I rebuilt my char on pts. Its not exact but the numbers are pretty close. I'm at just under 1.1mil cr in town and 1.4 in danger zone with magic space bullet and entropic blades. This is not from the perspective of a warp mage in maxed out gear.

    Initial thought is warp ferocity is a nerf. Magic space bullet was a pita to constantly hit every few sec but with awakening it was a constant, 100% uptime buff. warp ferocity does not replace this constant buff. Basically in order to cap crit. Warp mages have to either be at 85% and for 10 sec every 30 sec be at 100% or be at 100% and for 10 sec every 30 sec be over 100%. There is an imprint for warp ferocity, but it forces you to take it if you want the buff to be constant. If magic space bullet is no longer a skill option did you mean to remove the 5% crit from it? Was the 5% attack removed as well? We'll have to cap crit due to the 20 sec of downtime, so after capping crit the 15% crit increase is not relevant is it?

    The change to magic space bullet is also a nerf. Now there is no imprint for magic bullet and we have no way of directly increasing the damage of our auto attack. Our basic attack can be a lot of our damage.

    I tested in training grounds in deep rock. On live, the pseudo awakening buff did not affect my damage too much as it seems to be a lot of crit, my crit on live is 110% after the buff, so my actual attack didn't change too much from before the buff. Also, for some reason entropic blades affects damage per hit, I don't know why, it says increased attack power in skill description but in my stats it shows increased attack speed maybe its 5% damage not attack power...

    In the training ground on pts without warp ferocity or entropic blades my basic attack hit for 5.5 - 6.2 mil. With entropic blades its up to 7.2 mil, with warp ferocity awakening it goes up over 8 mil. On live with only magic space bullet I hit for 9 -11 mil. With entropic blades 10.9-13.3 mil and with warp ferocity I hit 13 - 14 mil (with pseudo buff, but again the pseudo buff did not affect my damage too much (unless going over 100% crit matters)). My crit on pts without warp ferocity is 95.9%.

    The only difference I can see is my increase damage to fire debuff ability is 12% on live and 0 on pts and I have a 12 % damage in magic bullet imprints. This isn't exactly a scientific study but the difference isn't a 24% damage difference, its more like 50-80% per hit. My basic attack on live without magic space bullet on is closer to what i'm getting on pts per basic attack. Even with the loss of the 5% from magic space time awakening it should be around a 30% difference between live and pts, give or take for slight differences in builds from live to pts. However its more like a 65-75% damage decrease from live to pts.

    My increase damage to elite and boss on pts are both 15% and increase crit damage is 2% and 12% respectively
    On live its 14 to elite, 20% damage to boss and 5% increased crit to elite and 14% increased crit to boss.
    My elemental on pts is 336 and on live 330.
    This is an extra 2% to elites and 7% to bosses on live. Not a scientific study I don't have a damage calc or anything, but at max, there should only be about a 31% difference to elites and 36% difference to bosses between pts and live, but it appears to be much higher.

    This is a big drop in damage.

    The damage increase to skills is nice, and the reduction in time to get the skill off for chiru is good, but warp mage damage is still limited to being able to hit a target over a period of time. If the target is mobile (nearly all) we can waste wave motion gun, positron beam, meteor by the boss moving out of them even if we initially hit.

    the only skills we have to lock a boss down are core overload (with imprint and without to an extent) and bullet time which slowed a boss down enough to get either wall of guns + chiru, positron or wave motion off.(usually bosses don't run out of wave motion range, but they can). now we only have one option to stop bosses, core overload.

    So far this feels like a nerf, at least at my cr. The loss of dps from our basic attack is not made up for my the increase in damage of skills that may or may not hit a boss. Our basic attack is pretty much a guaranteed hit, even while moving. If the boss runs out of singularity, gravitic mire, reverse gravity, positron beam, wave motion gun or wall of guns the increased damage doesn't matter, and now we only have one way to lock a boss down instead of two.

    I will test the new versions of gravitic mire and reverse gravity to see if they lock a boss down and get further into harder runs, arena, and fm this weekend.

  • GaerekGaerek Member

    This is a demo of the current Chilblains range for Frost Mage for reference if anyone needs it::
    Basically, with the change, we gain the ability to deal the entire skill's damage without un-freezing enemies if they wind up frozen from the skill -- at the loss of the additional range for half of the skill's damage. I will estimate it to be about a 20% loss in range (by area), as a minimum. Personally, I don't like this change. In theory, it will be better for bosses and the like since you can keep wailing on it while dealing massive damage -- in practice, you're losing an effective AoE trash mob killer since you'll now be prone to missing enemies that are on the fringes of the skill, or require the enemies to group up closer together in order to hit them all (which means more time spent getting them closer together). The solution to this issue is... to give the skill more range on the initial (single) hit. Either that or to revert the change so the skill remains as two attacks with a choice of not executing the second one

    Switching the Stormfront Imprint from Chilblains into Ice Lance, on the other hand, seems to make a lot of sense given that the selected area is only half of the total damage on the Chilblains Imprint, so maximum damage for the skill still requires you to be very close to the enemy. I have yet to test out the Ice Lance Stormfront Imprint on PTS, so I can't really make a comment about how much better it is (or isn't) just yet. In any case, the current Chilblains Imprint doesn't make the most sense out there as the majority of that Imprint set is "deal damage from afar" while the Chilblains effect is requesting the opposite in order to maximize its damage (granted it does allow for dealing the full damage of the skill without breaking enemies out of Freeze status)

  • J3JYKCPPFLJ3JYKCPPFL Member, KOL

    And also here is the list of ANY SHITS STILL HAPPENED IN THIS GAME :
    1. THE GODDAMMIT PRIME ATTRIBUTES ON DOOM BLADES. It's Still same no Buff showed after use any skill. Seriously lv 4 here but nothing feels at all when use skills LMAO
    2. The buff potion 30 minutes wham. It's supposed to be still on effects when character died but in live server they were gone after died. It's not happened before the last patch.
    3. On armor chest and legs they enhance bonus on +17 supposed to be add +50 accuracy but it only add +30. I know all ppl ignore this but thre are really big mistake since the beginning WTF. At least if wrong typo makes sure u fix it LMAO
    4. Any raid maps in this server " ONLY FOR VETERAN " so much racist and discrimination among the players especially new Comer. To be honest EME all whales that u created in this server barely showed, and they only showed FISHING. So new Comer either waiting some kind soul to carry them or QUIT THE GAME. Cz no one gonna help them freely Cz all raid dung need to be twice of the requirements CR. And I also didn't understand why the he'll u change the main reason of playing games? We ares supposed to be JOY AND FUN playing any games, but in this version of game I DDINT FEEL ANYTHING JUST PLAY, ENHANCE, AND FISHING. Pvp soo grave yard, gears so hard to get, defeating boss in EASY DIFF REALLY HARD for new Comer which their gears are THE MOST ANCIENT AKA STAR HANGE GEARS LMAO. IM SO RAGING WHEN I COMMENT THIS.
    5. OH YEAH BTW WHEN U R GONNA ADD PRIME ATRIBUTES STAMP ON ANY GEARS FROM LVL 1 TO 65 GEARS LIKE THE KOREAN? And ALSO WHERE ARE THE NEWEST ARTIFACTS AND POWER CORE LIKE THE KOREAN? Oke let me SUMMARISE THIS ANSWER..... "WE DONT HAVE MUCH MONET TO BUY PATCHS LIKE SERVER KOREAN, IM SO SORRY " LMAO
    6. Again honestly I don't know anymore why this game still survive if it's not because of SEA INVASION I'm pretty sure it's already DEAD RN. LMAO
    7. GOOD BYE EME HAVE FUN WITH ALL SEA PLAYERS FREEBIES WHO CAN MAKE UR SERVER SURVIVE. Me as THE WHALE AMONGS THE WHALES SAY "ADIOS"
    8. Can't wait to see UR BANNER OF "CLOSING GAME IN THE FUTURE"
    HAHAHAHAHAHHAAHHAHAHAHAHAHAHAAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHHA

  • RomanHolidayRomanHoliday Member, Player Moderators mod

    @J3JYKCPPFL said:
    And also here is the list of ANY SHITS STILL HAPPENED IN THIS GAME :
    1. THE GODDAMMIT PRIME ATTRIBUTES ON DOOM BLADES. It's Still same no Buff showed after use any skill. Seriously lv 4 here but nothing feels at all when use skills LMAO
    2. The buff potion 30 minutes wham. It's supposed to be still on effects when character died but in live server they were gone after died. It's not happened before the last patch.
    3. On armor chest and legs they enhance bonus on +17 supposed to be add +50 accuracy but it only add +30. I know all ppl ignore this but thre are really big mistake since the beginning WTF. At least if wrong typo makes sure u fix it LMAO
    4. Any raid maps in this server " ONLY FOR VETERAN " so much racist and discrimination among the players especially new Comer. To be honest EME all whales that u created in this server barely showed, and they only showed FISHING. So new Comer either waiting some kind soul to carry them or QUIT THE GAME. Cz no one gonna help them freely Cz all raid dung need to be twice of the requirements CR. And I also didn't understand why the he'll u change the main reason of playing games? We ares supposed to be JOY AND FUN playing any games, but in this version of game I DDINT FEEL ANYTHING JUST PLAY, ENHANCE, AND FISHING. Pvp soo grave yard, gears so hard to get, defeating boss in EASY DIFF REALLY HARD for new Comer which their gears are THE MOST ANCIENT AKA STAR HANGE GEARS LMAO. IM SO RAGING WHEN I COMMENT THIS.
    5. OH YEAH BTW WHEN U R GONNA ADD PRIME ATRIBUTES STAMP ON ANY GEARS FROM LVL 1 TO 65 GEARS LIKE THE KOREAN? And ALSO WHERE ARE THE NEWEST ARTIFACTS AND POWER CORE LIKE THE KOREAN? Oke let me SUMMARISE THIS ANSWER..... "WE DONT HAVE MUCH MONET TO BUY PATCHS LIKE SERVER KOREAN, IM SO SORRY " LMAO
    6. Again honestly I don't know anymore why this game still survive if it's not because of SEA INVASION I'm pretty sure it's already DEAD RN. LMAO
    7. GOOD BYE EME HAVE FUN WITH ALL SEA PLAYERS FREEBIES WHO CAN MAKE UR SERVER SURVIVE. Me as THE WHALE AMONGS THE WHALES SAY "ADIOS"
    8. Can't wait to see UR BANNER OF "CLOSING GAME IN THE FUTURE"
    HAHAHAHAHAHHAAHHAHAHAHAHAHAHAAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHHA

    Hello, it's unfortunate to hear that you're not finding success or happiness from Kritika Online. That being said, I do not think this gives you, or anyone, the right to try and ruin the happiness of others. Kritika is not a perfect game and there are certainly issues that we face; we should tackle our problems in a calm, collected, manner that will achieve results through communication and diplomacy, not haphazard complaints or base insults.

    If at any point you find a bug or issue that you think is not intended design please report it here: https://www.surveymonkey.com/r/J97LZ6L

    If it's an issue that is believed to be intended or should be addressed or changed, please feel free to communicate about it in a constructive and helpful manner so that others can contribute their ideas and the issue can be brought to the attention of people who can do something to fix it.

    To respond to some of your points:

    1-3) See what I wrote above, please report these so they can properly change them or address the issues.

    4) Too many points here, not sure why you made it all one point. I'll split it up for you

    4a) Raid maps are not only for veterans, any player who gears themselves enough can do these dungeons. Recently, I did a stream where I cleared Eeri with all 3 Rogue subclasses (Wolf Guardian, Assassin, and Catspaw). All of those alt characters (these are not classes that I main) had +7-+9 unevolved armor, +9-+11 accessories and a +15 weapon which ended at them being 1M CR. These ultimate danger zones are supposed to be difficult and you should feel accomplished if you are able to complete them. If you are having trouble completing a dungeon, you should consider a few things:
    a) Are you geared enough? The Combat Ratings are there for a reason. They don't take into consideration things such as element, boss damage, accuracy, or survival rating, however, but that's up to the players to discern and overcome. Try getting some more artifacts, working on your gems, getting more title sets, working on your etherforce, getting a better powercore, upgrading your badges, rerolling your gear, upgrading your emblem set bonus, using the right emblem, using the right title, or enhancing your gear.
    b) Are you clearing in a party. There's a reason that you don't get a green go ahead on the party numbers until you see 4/4 for the dungeon. Some classes that aren't considered particularly strong can be quite useful in party circumstances due to their crowd control; you should work with others to overcome obstacles you cannot face on your own.
    c) Are you using the right strategies? Working to educate yourself on how to properly dish out damage and avoid incoming damage from the bosses patterns is an important aspect of tackling an ultimate danger zone. Understanding and reviewing all aspects of the enemy will lead you to greater success.
    d) Can you improve your skills? Saying any class is easy is an overstatement. Players need to look at all their abilities and understand how they work and in what situations they can apply them in. Try spending time on the practice dummy or pitting yourself in arena to better your skills.
    e) Are you using all the tools at your disposal? There are multiple forms of healing potions available to help sustain you from taking damage, as well as water of life to give you an extra revive upon death. There are buff potions available that increase your element, increase your maximum HP, increase your maximum MP, increase your accuracy, increase your damage, and ones that increase your movement speed and attack speed. You can also use multiple different artifacts to activate and swap to receive multiple benefits.

    4b) PvP is not the main supported game mode in Kritika and there is not much incentive to play it. That being said, they are working their best to get as much content out as possible and some things are being put aside to make sure we are getting a lot of content as quickly as possible. I would expect PvP to have its day, just not until we get through a lot of the content that will make the game better for every game mode first.

  • RomanHolidayRomanHoliday Member, Player Moderators mod

    4c) New players do struggle, this is a true statement. There are steps being made to assist new players through spreading of information from players, educational streams, guides, and catchup mechanisms. I know that there are slumps where people need help to get past, but if that's the case we should talk about these specific areas that players need help in and try to get things implemented to fix them to ease progression.

    4d) Sorry you're not having fun, but that doesn't mean others aren't. Assuming what others feel or are experiencing is pretty rude and inconsiderate, just because you have had a bad experience does not give you the right to make statements about the general player base and assume everyone feels the same way you do.

    5) This is not Korea; the NAEU version is different. Whether or not they decide to do this later down the line is up to them. If you feel strongly about this subject, consider making a detailed and constructive post rather than demanding something and then deflecting it to the developers or publishers being greedy.

    6+7+8) These points are all the same, not sure why you split them up. The game isn't dead, you are just trying to push your feelings and negative opinion on others. Ruining the happiness of other people is quite deplorable. It's obvious you don't care enough about others to try to change things and are only venting because you believe it will make you feel better to speak poorly of others and their efforts.

    Speaking with harsh language in a non constructive manner is just complaining or throwing a tantrum. Having negative things to say about the game is perfectly acceptable, so long as it is constructive. Saying that the game is awful and it needs to be fixed might be true in some aspects but it isn't constructive as it offers no precise explanation as to what the problem is or how to go about fixing it. If you have constructive feedback, then you should share it so that the game and people can move in a positive direction with that feedback. If there are problems, please report them either through bug report or bring awareness about them by discussing it in the forums. Attempting to create a manifesto and airing your problems with the game isn't getting us anywhere or making things better, it's only serving to allow you to lash out with your pent up emotions, save that for your therapist.

  • ReiatzuReiatzu Member, KOL ✭✭✭

    @J3JYKCPPFL said:
    And also here is the list of ANY SHITS STILL HAPPENED IN THIS GAME :
    1. THE GODDAMMIT PRIME ATTRIBUTES ON DOOM BLADES. It's Still same no Buff showed after use any skill. Seriously lv 4 here but nothing feels at all when use skills LMAO
    2. The buff potion 30 minutes wham. It's supposed to be still on effects when character died but in live server they were gone after died. It's not happened before the last patch.
    3. On armor chest and legs they enhance bonus on +17 supposed to be add +50 accuracy but it only add +30. I know all ppl ignore this but thre are really big mistake since the beginning WTF. At least if wrong typo makes sure u fix it LMAO
    4. Any raid maps in this server " ONLY FOR VETERAN " so much racist and discrimination among the players especially new Comer. To be honest EME all whales that u created in this server barely showed, and they only showed FISHING. So new Comer either waiting some kind soul to carry them or QUIT THE GAME. Cz no one gonna help them freely Cz all raid dung need to be twice of the requirements CR. And I also didn't understand why the he'll u change the main reason of playing games? We ares supposed to be JOY AND FUN playing any games, but in this version of game I DDINT FEEL ANYTHING JUST PLAY, ENHANCE, AND FISHING. Pvp soo grave yard, gears so hard to get, defeating boss in EASY DIFF REALLY HARD for new Comer which their gears are THE MOST ANCIENT AKA STAR HANGE GEARS LMAO. IM SO RAGING WHEN I COMMENT THIS.
    5. OH YEAH BTW WHEN U R GONNA ADD PRIME ATRIBUTES STAMP ON ANY GEARS FROM LVL 1 TO 65 GEARS LIKE THE KOREAN? And ALSO WHERE ARE THE NEWEST ARTIFACTS AND POWER CORE LIKE THE KOREAN? Oke let me SUMMARISE THIS ANSWER..... "WE DONT HAVE MUCH MONET TO BUY PATCHS LIKE SERVER KOREAN, IM SO SORRY " LMAO
    6. Again honestly I don't know anymore why this game still survive if it's not because of SEA INVASION I'm pretty sure it's already DEAD RN. LMAO
    7. GOOD BYE EME HAVE FUN WITH ALL SEA PLAYERS FREEBIES WHO CAN MAKE UR SERVER SURVIVE. Me as THE WHALE AMONGS THE WHALES SAY "ADIOS"
    8. Can't wait to see UR BANNER OF "CLOSING GAME IN THE FUTURE"
    HAHAHAHAHAHHAAHHAHAHAHAHAHAHAAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHHA

    Just wanted to clarify some points that seem incorrect.

    1) DB Prime skills are being applied appropriately. There are, however, no visual buffs on your buff display bar. I didn't see a visual display from prime bonuses on the buff bar in KR videos I saw either. Spending 1 minute in the training ground would have probably showed you that it was working appropriately. Also if you read the red texts on the prime, it says "Buff resets when you are hit." You'll probably notice a considerable dmg change if you didn't get hit so often.

    2) It has never last through death. Every death, the 30 min wham pots have to be reapplied. It has been this way since CBT.

    3),4) Roman clarified these pretty well

    5) From the players who played on KR that I talked to, Prime is for level 65-70. In KR, you get special costume and equipment that leveled with you and none of it has prime. It's much easier to get prime gear in KR, but that does not happen between levels 1-65.

    As for points 6-8, I think this image a community member made is a pretty appropriate response.

  • SpooklesSpookles Member, KOL ✭✭✭
    edited July 2018

    @RomanHoliday said:

    Recently, I did a stream where I cleared Eeri with all 3 Rogue subclasses (Wolf Guardian, Assassin, and Catspaw). All of those alt characters (these are not classes that I main) had +7-+9 unevolved armor, +9-+11 accessories and a +15 weapon which ended at them being 1M CR.

    This is a MAJOR misleading thing right here. Sure, with that gear you got to a million CR. Maybe with really good rolls, with absurd badges that new players wont have, and a ton of charms/gems that are also way out of their scope this might be possible. To say "i slapped on some unevolved trash gear and got to 1 million CR" is pretty misleading.

    I have good rolls on all Evo 1 +9-+13 Deathguard aceesories, Evo 1 Octave +13 weapon(with that 1500 attack power charm), and ST/Vindon armor and I am sitting at about 250k CR. I would love to know where you pulled your other 750k CR.

    Maybe you were able to do it, but that doesnt change the fact that older content shouldnt be a massive wall. At this point new players should at least be able to run Abelard/Titan without having to buy runs; by the time the story spits them out at the Abelard/Titan quest the game should have people in the gear needed to run that content. Gearing in this game is a complete mess right now. Thats why you see so many people basically hit the wall and quit at Abelard. I completely agree that the most current Extreme danger zone should always be extremely tough, but old crap like Abelard/Titan and probably even Eerie at this point really need to be toned down.

    Feels like the only people defending keeping old Extreme danger zones so overtuned are the people that are well past the point of needing those dungeons and use those places to make money.

  • RomanHolidayRomanHoliday Member, Player Moderators mod

    @Spookles said:

    @RomanHoliday said:

    Recently, I did a stream where I cleared Eeri with all 3 Rogue subclasses (Wolf Guardian, Assassin, and Catspaw). All of those alt characters (these are not classes that I main) had +7-+9 unevolved armor, +9-+11 accessories and a +15 weapon which ended at them being 1M CR.

    This is a MAJOR misleading thing right here. Sure, with that gear you got to a million CR. Maybe with really good rolls, with absurd badges that new players wont have, and a ton of charms/gems that are also way out of their scope this might be possible. To say "i slapped on some unevolved trash gear and got to 1 million CR" is pretty misleading.

    I have good rolls on all Evo 1 +9-+13 Deathguard aceesories, Evo 1 Octave +13 weapon(with that 1500 attack power charm), and ST/Vindon armor and I am sitting at about 250k CR. I would love to know where you pulled your other 750k CR.

    Maybe you were able to do it, but that doesnt change the fact that older content shouldnt be a massive wall. At this point new players should at least be able to run Abelard/Titan without having to buy runs; by the time the story spits them out at the Abelard/Titan quest the game should have people in the gear needed to run that content. Gearing in this game is a complete mess right now. Thats why you see so many people basically hit the wall and quit at Abelard. I completely agree that the most current Extreme danger zone should always be extremely tough, but old crap like Abelard/Titan and probably even Eerie at this point really need to be toned down.

    Feels like the only people defending keeping old Extreme danger zones so overtuned are the people that are well past the point of needing those dungeons and use those places to make money.

    Let me clear up a couple things here, as you seem to assume incorrectly that I think progression is fine and that I am looking down on newer players. I never said it was trash gear, I merely stated the approximate levels of what is technically possible. In order to achieve that at a reasonable and affordable rate (remember these are alts) I used dusk accessories. While prices are much more manageable now (10M for a dusk accessory and they'll usually make it your prime as well), I don't think that forcing a player to have gear from that dungeon to complete that dungeon makes sense. Don't get me wrong, I very much want to help others and inform them on what to do in order to be successful in Kritika (why I've made a couple guides and answer questions and stream for people), it's not my job, nor is it my duty to educate and gear up others. While I might have some more badges and a couple pet set bonuses more than a newer player, that doesn't invalidate my claims. Considering that these are alternate characters of mine, it should be infinitely more possible for someone to spend time on their one unique character and dedicate their resources achieve those results. The point that was made is that if you achieve these numbers through your own means, you should be able to accomplish the task put before you, not how you get there. Far too often in this game do people limit themselves because of a difficulty spike because they blame it on gear rather than themselves. What is achievable on my characters isn't as far off as you think, nor are the bonuses that I have that aren't available to you that vastly different, you just need to put it in the time and work efficiently to ensure you get the most out of your resources.

    There is bad pacing in this game and there are stopgaps or roadblocks in place because of the way that progression happened with players who were playing at the time. Evo4 deathguard was something a lot of players had to go through in order to even hope to beat Eeri's Library when it was first released. I'm not opposed to the idea of smoothing player progression or making some gear that doesn't take a lot of resources and will help get you to where you need to be in order to start playing the end game. You can't expect for someone to just waltz in and start tackling the hardest things immediately without any effort though, otherwise what's the point in making your character stronger? Some solutions that could be implemented are:

    • Gear that levels with you
    • Danger zones to smooth out progression
    • Multiple levels of difficulty for ultimate zones with different drop rates to make it more accessible
    • Same tier gear transfer to encourage enhancing equipment with less loss as you get new gear
    • Partial charm refunds on gear to encourage placing them on transitional gear
    • A tutor system where a more experienced player can help you do older danger zones

    These are just some things I have thought of or brought up to try and get these things changed and implemented. I'm not opposed to helping the newer players who are struggling and none of my posts or messages are ever to discourage or look down upon them, only to inform and let people know that it is possible if you put in the time and effort.

  • SpooklesSpookles Member, KOL ✭✭✭
    edited July 2018

    @RomanHoliday
    you do seem like a good guy and sorry if i took your post out of context. I just didnt want new players to get the impression that they were going to slap on some +9 starhenge gear and a couple deathguard accessories and be anywhere close to that CR.

    To me there a very large gaps in progression. from ST-> Ableard is a massive jump and unless you are buying runs you are talking about spending tons of resources and in game money on gearing up Shattered Table gear just to be able to run old content like Abelard alone since finding an actual group for this content now is pretty much impossible. I think a "Hard" version of everything up to the very latest Xtreme zone is a good idea. Make the new content crazy difficult, thats fine, but older content should be adjusted when it is no longer endgame. Thats how online games work (mostly). They add new tough endgame, then the "old endgame" gets made a little easier so players arent stuck running outdated content for several weeks/months just to get into the actual endgame.

    Keeping stuff like Pirate really difficult is fine, until it is no longer the endgame and people have moved on. Then it should be toned down. Eerie I think is very close to the point it should also be toned down, but Abelard and Titan should for sure be much easier by now. This is how you keep progression going in these games. you add new content and make older content easier so players that are behind can catch up a little bit, but they also wont be blowing through brand new content any time soon. If players feel like they can never catch up, they usually just leave the game.

  • RomanHolidayRomanHoliday Member, Player Moderators mod

    @Spookles said:
    @RomanHoliday
    you do seem like a good guy and sorry if i took your post out of context. I just didnt want new players to get the impression that they were going to slap on some +9 starhenge gear and a couple deathguard accessories and be anywhere close to that CR.

    To me there a very large gaps in progression. from ST-> Ableard is a massive jump and unless you are buying runs you are talking about spending tons of resources and in game money on gearing up Shattered Table gear just to be able to run old content like Abelard alone since finding an actual group for this content now is pretty much impossible. I think a "Hard" version of everything up to the very latest Xtreme zone is a good idea. Make the new content crazy difficult, thats fine, but older content should be adjusted when it is no longer endgame. Thats how online games work (mostly). They add new tough endgame, then the "old endgame" gets made a little easier so players arent stuck running outdated content for several weeks/months just to get into the actual endgame.

    Keeping stuff like Pirate really difficult is fine, until it is no longer the endgame and people have moved on. Then it should be toned down. Eerie I think is very close to the point it should also be toned down, but Abelard and Titan should for sure be much easier by now. This is how you keep progression going in these games. you add new content and make older content easier so players that are behind can catch up a little bit, but they also wont be blowing through brand new content any time soon. If players feel like they can never catch up, they usually just leave the game.

    I can definitely see what you're saying, and I do agree with you that the older endgame dungeons should have smoother progression than they do now. I think that talking about it here is a good first step but I'll work on the future (unless someone else beats me to it) making a post in general discussion about this particular topic.

  • MeshakMeshak Member

    Warp Mage further:

    Unfortunately it took a long time to get my pts warp mage nearly equivalent to my live mage so this isn't as detailed yet as I'd hoped.

    With my stats nearly identical including my FM 12% against fire debuff my damage with basic attack is up to 5.9 to 6.7 mil from 5.5 - 6.2? Something isn't right. When the lightening buff from vindon gear hits my damge goes up to 7 mil, but it doesn't look like the damage increase from fire debuff is being applied. Either way, this is still a major difference from live. The only difference now is the 5% crit and attack from magic space bullet awakening and 12% imprint bonus I get for my basic attack. This should not be a difference between topping out at 7 mil (with both lightening and fire debuffs) on pts and 11 mil on live. This is a major amount of damage lost.

    Chiru being almost instant cast is nice it allows for wall of guns, chiru and positron to be cast while a boss is locked down instead of just 2 of those. I have had a bosses step out of chiru a couple times, but it seems like its a lock on skill and supposed to hit even when the boss moves. Its possible there was some sort of lag and I initially missed when I thought I hit as chiru sticks to moving bosses more than I saw them move out of it. If it is instant and follows moving targets this is a great improvement.

    The non imprinted right click shot spread is interesting, but dash+ left mouse is better as right click seems to all go to one target. If you need to hit a large group you still have to dash+ basic attack. The right attack doesn't necessarily do more damage to a single target if the bullets all hit one, as you can left mouse button and hit 6 times in the time one rmb goes off. I'm not sure what the point of the non imprint right click is but it seems like other things already in place do it better.

    It looks like singularity blast and gravitic mire are working on bosses now, I've only used them on 3 different bosses so far but they dont work at all to stop bosses on live so that's a good trade off for losing bullet time.

    I don't know how much more time we have, but I'll try to get into other imprints and arena. Thus far the only real problems seem to be the lack of constant crit/attack buff without imprint and the significantly decreased damage of magic space bullet.

  • MeshakMeshak Member

    Is there a point to testing this? Will there be feedback or anything if we find problems, like with warp mage basic attack?

Sign In or Register to comment.