Sindusk

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Posts posted by Sindusk


  1. 6 hours ago, Tigerclaw said:

    Shovel, iron | 78.52 QL | 69 WoA - 1 silver 47 copper

    Hatchet, iron | 72.79 QL | 76 WoA - 1 silver, 87 copper

    Pickaxe Head, iron | 8.95QL | 79 CoC - 1 silver

     

    Can you Improve the QLS to 80ql

     

    Can i oder a Pickaxe . close to the same as this Shovel and Hatchet

      80sh ql 70sh woa .

    Cod

    Bearclaws

     

    Thanks

     

    Sent the following after improvement:

    • Pickaxe Head, iron | 8.95 QL | 79 CoC - 1 silver
    • Shovel, iron | 80.58 QL | 69 WoA - 1 silver, 72 copper
    • Hatchet, iron | 81.17 QL | 76 WoA - 2 silver, 22 copper
    • Pickaxe, iron | 80.14 QL | 71 WoA - 1 silver, 92 copper

    [06:17:17] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.


  2. 9 hours ago, HerbalMentat said:
    • Stone chisel, iron | 90.02 QL | 90 CoC - 5 silver, 50 copper
    • Trowel, iron | 91.02 QL | 104 WoA, 90 CoC - 14 silver
    • Hammer, iron | 80.49 QL | 83 CoC - 3 silver

    Could I get an 80+ WoA cast on the stone chisel and hammer as well?  Also, would you guys be willing to do an 81ql Iron set w/ AOSP casts, not sure what your price on that would be. :)

    COD to Itkovian

     

    The stone chisel and hammer were sold overnight, sorry! I've sent the trowel your way.

     

    [05:33:47] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.

     

    In regards to the 81QL iron plate set with AoSP, we'd ask for half the listed cast price on each piece. Multiply the cast power you are looking for by 9 then divide by half to get the total value. As a reference:

    • 81QL with 60+ AoSP: 6 silver, 50 copper for the set, 4 silver 50 copper for the enchants = 11 silver.
    • 81QL with 80+ AoSP: 6 silver, 50 copper for the set, 11 silver 25 copper for the enchants = 17 silver, 75 copper.

    As a repeat customer I don't mind giving a discounted price on such an order. Throw me a PM in-game and I'll make sure you get a good deal.


  3. Honestly, me neither. I'd rather just make them balanced. Which is something that I feel everyone would be behind. Unfortunately we're just getting flamed for wanting both Scorn (BL) and Light of Fo (WL) nerfed, because those spells are creating a toxic healing spam meta that is basically a measure of "who has more lib" or "who has more fo" priests.


  4. 12 hours ago, Postes said:

    It's kind of more so just defeatist that one single group of people are the ones continually complaining about the game because it's not going their way. Most of the anti-BL spells nerf proposals are coming from one alliance in JK.

     

    I'll stand by it and say I don't think there are issues with the spells. Yes, some are strong, and some are weak. In Sindusk's own word he says Light of Fo and Scorn are equally broken, so then how come if we have a fight yesterday and JK has three Fo priests present (Jim, Freide, and Irelia. I'm not sure if Crabbe is Fo or not, but maybe 4), why is it no one from BL is talking about how overpowered and strong Light of Fo is, and how it saved so many people unfairly? Because BL in fights actual interrupts and prioritizes stopping enemies from casting. If you watch the video there's multiple times it is attempted to be casted, and interrupted:

     

     

    8:13 - Chev interrupts Irelia.
    8:55 Brqqq interrupts Freide.
    24:36 Polk interrupts Jim.
    25:07 Chevtuk interrupts Jim.

     

    Most of the time BL casts they sit there in the open and are free to cast uninterrupted. Spells are only good if you can cast them. There's a wide notice when a spell is being casted, and players can enemies these long casts. All this feels like is another complaint from the same group of players who continually bring up a new issue after every wipe: zergs, zombie pets, pain rain, scorn, drain health, gravestones. It's one thing after a next. There's just really no good other explanation here other than you're losing, and to combat it, you want the enemy nerfed.  

     

     

    I had that same outlook a month ago. After being in so many situations where there's no counterplay, it really is a problem that Libila is quite fundamentally, without a doubt, the best priest to be in the game. And yes, it's a balance problem.

     

    If you really think it's not, just let WL be Libila and let BL be WL gods and be done with it. Offer a free faith transfer and watch the tides turn in a day.


  5. 5 minutes ago, Threap said:

    Thats only the first heal, healing resistance is applied to the healing pool after that, The idea is its possible to heal the player the first time back to full, second heal might do half to 75% of their HP, 3rd barely anything 4th nothing as they are capped on heal resist. So its possible to keep someone alive for a little while using skill, thus helping push pvp to where skill wins not numbers.

     

    Going the other way just makes healing virtually pointless, players already dying in 20-30 seconds if they are focused, whats the point of a 15 second cast that heals them for 20% of their HP. it makes heals worthless and pvp will be less about any sort of skill and all about the zerg. 

     

    Clearly it's not well understood how the healing resistance works.

     

    Injure someone to 50% health. Heal them with Scorn which heals them completely. They now have 5 minutes of healing resistance.

    Injure them to 50% health again. Heal them with Scorn. 180% * 0.75 = 135%. They are healed completely. They now have 10 minutes of healing resistance.

    Injure them to 50% health again. Heal them with Scorn. 180% * 0.5 = 90%. They are healed completely. They now have 15 minutes of healing resistance.

    Injure them to 50% health again. Heal them with Scorn. 180% * 0.25 = 45%. They are healed to 95% health. They now have 20 minutes of healing resistance.

     

    2 minutes pass. They have 18 minutes of healing resistance.

     

    Injure them to 50% health again. Heal them with Scorn. 180% * 0.1 = 18%. They are healed to 68% health.

     

    If you really think that someone with 75% healing resistance built up should be getting basically full healed from half HP, then your view of healing in general is simply warped and there's nothing further I can say to correct it.


  6. 1 hour ago, BrQQQ said:

    By that logic, cure serious is OP and 'heal' is pretty crap. If you were to introduce a new spell that worked like cure light, but healed 10% in 5 sec (ie half the values), that'd be significantly more powerful than cure light, as it has a lot more use cases with the short timer. My point is healing per second is not a meaningful balance criteria.

     

    I agree the heals from AoEs should be nerfed, but single target spells and their heal per second should not be used as a reference. 

     

    Cure serious has the Achille's heel of only being able to cure one wound. If it could heal any number of wounds it would, as you stated, be OP.

    Heal is, as you mentioned, pretty crap. It's the least usable in-combat healing spell in the game. 30 seconds of cast time is simply unreasonable and I can't see a situation where that gets used in combat. Beyond that, it can only heal at maximum 200% health, which is only 25% more than Light of Fo despite taking twice the time to cast and only affecting one player. Hilariously bad.

     

    A spell that heals for 10% in 5 seconds would be very useful. It would, as you mentioned, be more powerful than Cure Light, since it's simply Cure Light with half the cast timer.

     

    Your point that healing resistance per second is not a meaningful balance criteria is simply wrong. If a spell heals 5% per second, can I reasonably deal 5% damage per second to an enemy target? At what point does a spell begin to out-heal the damage that is being done to the target? So long as the cast times are within a reasonable length (5-15 seconds), then healing done per second of channel time is a very good balance measure and I fail to see any logic by which that is untrue. I'm not implying that it should be the sole measurement or only point of balance - that would be stupid - but it is a useful measurement to determine the strength of a spell.

     

    If single target spells should not be used as a measurement, and healing per second should not be used as a measurement, then what should?

     

    16 minutes ago, Threap said:

    I dont think reducing the healing they do is the right way to fix it. If you just reduce the healing at some point it becomes pointless to cast them at all and it lowers the skill cap of pvp, a better way imo would be to actually lower the cast times and let the healing resistance do its job, currently nobody lives long enough for healing resistance to have any effect in large scale pvp.

     

    So 

    • Fix the lower initial health pool light of FO so it is less reliant on cast power like Scorn.
    • Give Lib Focus will and Make range of focus will and cure light the same as drain health. ( I would even argue you give these to followers as well )
    • Increase the range of scorn and Lof.
    • Lower the cast times, of all healing spells.
    • Make healing resistance actually be worth something, Perhaps once you are healed for 3x your total HP. you are capped until you have no enemy in local.

    This will give pvp a much more rewarding game play and raise the skill cap to pvp. Going the other way so heals are worthless will just lower the skill cap and just reward the team with the most numbers.

     

    Also to further improve pvp, there were changed to combat in general a few years ago which significantly lowered the time to kill a player even on chaos where people wore drake and scale, this just promoted the zerg pvp style were focusing 1 player meant they would die in under 15 seconds, and rended block and parry almost usless in large scale pvp. this sucks in general and removed any chance of staying a live if you where zerged. 

     

    If you think healing 175% to 180% of health on a single spell which allows it to penetrate healing resistance up to 75% and still heal half the target's health is okay, then there's really nothing I can say to you. That's just a flawed view of the current state of healing and I cannot fathom your logic to defend it.

     

    Reducing the healing to the point where it becomes pointless to cast should occur after healing resistance. The values make healing resistance irrelevant. The point of the change is to make the numbers scale in such a way that healing resistance functions properly. The problem that you're seeing isn't that nobody lives long enough for healing resistance to have an effect, it's the fact that healing resistance doesn't function on the BL side because Scorn heals for so freaking much that even with 15 minute resistance it basically heals someone up to full.

    • Increasing the lower end of Light of Fo is absolutely not the right choice. It heals so many wounds that even if you do 5% health per wound, it's going to have a significant impact. The problem is how much healing is done, not how little. No increase to the lower end of Light of Fo. We should be working these AoE spells down in power until they're balanced, not up.
    • Higher range on cure spells would be okay, but only a few tiles. If you make it sniper mode like Drain Health, then people will start pre-casting heals on horses from afar when a player goes in to dehorse an enemy. This would create a very toxic environment where WL will basically destroy BL every time if they play correctly because there's nothing BL can do to prevent this tactic. It's a no-go.
    • Increasing the range of Scorn and LoF is just a neutral change that doesn't really solve any problems.
    • Lowering the cast times of all healing spells would make it even more toxic to play against, as it would reduce the time players had to tangleweave or interrupt these casts. At that point, it would be - similar to how it already is - a battle of who had more priests to cast the heals.
    • Healing resistance actually works really well but the problem is spells are too potent to make it function properly. This is the problem that reducing the potency of Scorn and LoF would solve. When a player has 15 minute healing resistance, they should be hardly getting healed. Instead, with Scorn and Light of Fo, they can still heal for half their health! It's stupid, it's overtuned, and it needs to get nerfed.

    The goal here isn't to remove healing from PvP. Right now, the state of the game is that it's all about healing spells. The idea would be to move it closer to the center, where healing is valuable, but not the only thing that matters.


  7. 5 minutes ago, Monokles said:

    Oh, also I disagree with single-target healing on vehicles, since it'd be too easy to keep a captain healed.

     

    That is a problem, but should not be solved via making the spells not work unless you go through a clunky UI and find an individual wound and heal it. Instead, it should be solved by preventing multiple people from spamming single target heals on a target. The way it was "fixed" was simply counter to QoL. It doesn't actually solve the underlying problem since, even a few weeks ago, we kept a captain alive through spamming single target heals on them via the window.


  8. Critical spell changes that simply need to happen:

    • Scorn of Libila and Light of Fo healing reduced by roughly half. Scorn currently heals 90-180% of your health, and Light of Fo heals 25-175% of your health. I'd like to see these changed to 45-90% of health for Scorn and 25-100% of health for Light of Fo. The reason for this is because the current values are so outrageously high that even with 50% healing resistance (10 minutes of debuff), you can still get pretty much completely healed by one of these spells. Beyond that, when compared to spells like Cure Light, Focused Will, and Drain Health, you heal more health per second of your channel with LoF or Scorn than you do with the actual single target healing spells... on a single target.
      • Cure Light & Focused Will: 20% maximum healing, 10 second cast time. 2% health per second. Limited to one wound.
      • Drain Health: 6% maximum healing, 3 second cast time. 2% health per second. Limited to one wound.
      • Scorn of Libila: 180% maximum healing, 15 second cast time. 12% health per second. Heals up to 3 separate wounds.
      • Light of Fo: 175% maximum healing, 15 second cast time. 11.6% health per second channeled. Heals up to 5 separate wounds.
      • All of these values are assuming the spells hit a single target. Instead, while Scorn and Light of Fo are healing 5x more per second channeled, they also apply to multiple targets. Completely out of balance.
    • Single target healing spells need to be re-enabled while on a vehicle. I still cannot fathom why this was changed in the past. It's just a stupid, counter-QoL mechanic that makes single target healing spells frustrating to use in their current state.

    It's pretty much unanimous that Light of Fo and Scorn need to be toned down. I doubt anyone will disagree with the proposals above. Now onto more controversial spell changes that I think would assist in the current state of balance and provide more tactical options in combat.

    • Grant Focused Will to Libila. Reduce the cast time of Focused Will, Cure Light, and Cure Medium by about half (to 5-6 seconds). Give Libila the single target healing spell that she's lacking so it can be used in combat. Increase the usability of single-target healing spells in combat by making them fast enough to be used on a target without forcing them to stand still for an awkward 10 seconds. Their potency is already pretty low due to the fact these spells can only heal a single wound. As it stands, Focused Will and Cure Light are only used to heal outside of combat. Libila needs Focused Will because the only way they can heal their horses right now is to have them tamed and drop an awkward Scorn of Libila.
    • Increase cast time of single-target damage spells (Rotting Gut, Fireheart, and Shard of Ice) to 8-10 seconds. It's too easy to get these off right now. They're difficult to Tangleweave since you have to start the Tangleweave within 3 seconds of the caster starting their channel. I believe it's ideal to keep these spells potent in terms of damage, but reduce their use cases so they're only utilized when the situation calls for it (someone running away, initiating on a horse, etc.)

  9. DVU14rR.png

     

    [14:04:27] Made for carving, this knife has a broad blade and half a hilt. You need to temper the carving knife by dipping it in water while it's hot.

    [14:04:27] You can easily make out the signature of its maker, 'Phedre'.

    [14:04:27] Wind of Ages has been cast on it, so it will be quicker to use. [90]

    [14:04:27] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [107]

    • Starting Bid: 5 silver
    • Increment: 1 silver
    • Snipe Protection: 1 hour
    • No Buyout, No Private Bids
    • Auction Ends: November 6th, 6PM EST

     

    timer_1604703658.svg

     

    Note: Wind of Ages can be dispelled before sending if requested.


  10. Updated with new offerings and reduced prices.

     

    New Offerings

    • Benediction Vynora Priest
      • We now offer custom enchants from our Benediction Vynora Priest.
      • You pay for the minimum cast you ask for, never more. If you ask for 80 and it lands 105, you pay the price for 80.
    • Plate Smithing
      • We now offer up to 81QL plate smithing.

    Price Reductions

    • Weapon Smithing
      • Iron 90QL: 7 silver -> 6 silver
      • Silver 80QL: 5 silver -> 4 silver
      • Silver 90QL: 10 silver -> 8 silver 50 copper
    • Blacksmithing
      • 90QL: 4 silver -> 3 silver 50 copper
    • Chain Smithing
      • 70QL Full Iron Sets: 8 silver -> 6 silver

    Removals

    • Chain Smithing
      • We no longer offer 50QL or 60QL iron chain sets. 70QL is still available.

  11. Patch came through, so I guess now would be the time to respond on all the future plans.

     

    On 10/7/2020 at 10:11 PM, Darklords said:
    • More pvp related points of interest in the world along with the exploration update planned.

     

    We definitely need something that actually affects skill gain, and not sleep bonus. Affinities could also work. Can get sleep bonus a multitude of ways now, which is really good - but the incentive needs to double down and provide increased skill gain for players and/or kingdoms that are active in roaming. Allow me to feel good about grinding on Defiance, instead of being punished for not being Vynora.

     

    On 10/7/2020 at 10:11 PM, Darklords said:
    • Reworking spell damage/resistances to find a better middle ground between them being useful vs them being spammed especially for pillar spells.

     

    Single target spells do a bit too much damage against low soul strength characters right now. Outside of that, I feel it's mostly fine.

     

    On 10/7/2020 at 10:11 PM, Darklords said:
    • Looking into WL vs BL priest balance with BL only having 1 god vs 3 WL gods.

     

    The best way to solve it would be to add another BL priest and split some of the spells away from Libila and into the new priest. However, that sounds like a content update beyond the scope of the PvP servers. I can't think of a clean way to solve it beyond that.

     

    On 10/7/2020 at 10:11 PM, Darklords said:
    • Revised version of player champions on much shorter timescales/less harsh penalties for reverting/different bonuses than just DR.
      • Generally they will be much less powerful than current champions but will still be useful to have with little to no penalty for becoming one, and short several week max duration for them.

     

    The only thing that champions provide that I'd like to see would be removal of priest restrictions for the player. I'd like to see it in general, but that's beside the point.

     

    On 10/7/2020 at 10:11 PM, Darklords said:
    • New methods of removing kings from office/deciding new kings for base kingdoms.

     

    Can't really think of anything, but I agree with the king being transferred every now and then.

     

    On 10/7/2020 at 10:11 PM, Darklords said:
    • Removing meditation level limits from defiance/elevation with balance consideration for the more overpowered one that it was intended to remove.(Defiance/Elevation Only)

     

    Knowledge meditation for 25% skill is basically required if you want to keep people on Defiance. Unless you provide an alternative through another Defiance-specific mechanic.

     

    On 10/7/2020 at 10:11 PM, Darklords said:
    • Mine doors locking off deed somehow.
      • Pending some deep thinking and testing as this one will be hard to get right and could actually turn into a negative if people find new metas around it.

     

    I'm not certain this is good for the game. Providing safety nets that can be placed in random locations in the world doesn't sound good. The goal should be to get players out of their safety net into risky positions in an effort to obtain a reward. Allowing players to feel safe at any location on the map because there's a mine door nearby is going to destroy roaming objectives.

     

    On 10/7/2020 at 10:11 PM, Darklords said:
    • Open to suggestions here for what you would like to see as future content for All PvP servers in general.

     

    Future content should be focused on land control. Give a reason to actually claim additional land with towers and control key points of the map.