Celtic Heroes

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Re: Do not delete! - Sigils!

#81
Sigals are still bugged for me. The hotfixed you did to fix the problem only helped a little. Im starting to wonder if you purposely broke them to have people buy more to get the same return in same time span.
Exactly. Same with raising the level of quest gear and substituting quartz and diamond with inferior replacements and increasing bosses toughness.

It's too much of a money grab otm make it less or you will likely lose more than you gain. Especially new players IMO.

You need to let players keep what they have and entice them to get more. In a momentum based mmo like this if you nerf everyone for profit you make everyone feel as if they have lost.
Member of Aeon - Taranis - 24 boxer
220+ toons
Ravenleaf druid - Silverstring ranger
Stormsong warrior - Nwerb Mage - Eventide Rogue

Toon histogram:
Level_____|200+|150-199|100-149|50-99|20-49|1-19|
# of toons|_5__|___16___|____3___|__11__|__21_|407|

Re: Do not delete! - Sigils!

#82
Sorry if this has been covered already (read thru the first seven pages of comments only), but there is an easy fix

problem 1: In-combat mode has increased from about 2.9 seconds to 4.6 seconds AFTER the last time you attacked or got attacked.

- easy fix reduce time u rmain in combat after your last attack/last time u got hit (affecting all classes especially mages and druids - and causing sigils not to work on lava floor)

problem 2: non offensive buffs/heals putting a player into combat mode (I cannot imagine how angry i'd be if my player was a druid and i'd spent $100's on sigils) - (this may have now been fixed)

thank you for reading
ChopstikNinja - Regretfully Retired from Celtic Heroes
Highest rank:Top 10 or so across all servers September?? 2014
Dollars Spent: $210?? Give or take $20
World: Crom
Class: Mage
Level: 206+
Senior Publicist, The Dal Riata Enquirer

Re: Do not delete! - Sigils!

#83
Im not sure what it is, but it would help devs sell alot of the new regen equiopment if sigils were not working the same. Just saying!!!
There was blatantly not an accident, I honestly think they hoped no one would notice the change.
Cash is king for them.
How hard is it to copy and paste coding on a computer?
D0nk0 Lvl143 warrior
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D2nk2 lvl70 ranger (retired)
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D6nk6 lvl80 mage (retired)

General of PRIME
Proud owner of 2 full darkflame sets

D5nk5 lvl85 rogue (arawn)

Re: Do not delete! - Sigils!

#84
I've said before this game is broken if players are fully dependent on sigils to succeed.
Sigils are there to reduce downtime between fights, not a crutch for boss fights.

It's great that meditate works in combat now, but it's not enough.
The real fix should be to investigate issues with energy regen in combat and energy consumption.
Yep couldn't agree more - sigils were just designed as a handy way to reduce downtime between fights. If there is an issue with players needing them during combat that is something we have to look into at the gameplay level, for example adding more energy giving skills, reducing energy costs etc. We'll be looking at this over the next few weeks to see what we can come up with to help with this.

Re: Do not delete! - Sigils!

#85
Just an FYI on sigils. My druid is level 155 and has quite a few sigils. I rarely every used any regens even during aggy fights. Now, on Pyrus, i was completely out of energy after 2 mins. I never attacked pyrus nor cast any skill on him as Im full support. So, there is a BIG change to sigils as a result of the update. Im not sure what it is, but it would help devs sell alot of the new regen equiopment if sigils were not working the same. Just saying!!!

I now have broom at 45 regen, the new ammy at 40 or 45 and I still run out of energy in short order leveling in new cave area with grp. My sigils are not helping at all.
Same thing for myself, I have noticed an improvement in sigils since update release but they're still not as they were prior to the update. Could heal to my hearts content prior, now I'm drained dry after a little and I'm using items adding 80 regen where as i wasn't using anything prior.

Besides this updates fan-tab-ulous!
Elite

Re: Do not delete! - Sigils!

#86
+1 to Balboas and the person she quoted posts

I jumped into leveling when update hit and without the sigils on my Druid it has been misery trying to keep myself and my group alive. I can usually heal a full group fine with no problems but now all I see is death :( would be great if you could fix the sigils, costing loads of idols and pots just to level.

P.s. I'm leveling on mobs within 4-5 levels of my current level so no rude posts about pick on mobs my own size thanks.
World: Mabon

Rogue 164
Druid 74
Ranger 130
Warrior 94
Mage 88

Re: Do not delete! - Sigils!

#87
I've said before this game is broken if players are fully dependent on sigils to succeed.
Sigils are there to reduce downtime between fights, not a crutch for boss fights.

It's great that meditate works in combat now, but it's not enough.
The real fix should be to investigate issues with energy regen in combat and energy consumption.
This is right on.
Why should Druids be so dependent on sigs in the first place.

Why do almost all other classes receive a spell that regens either health or energy? Even Rouges got a health skill with update. You would think OTM would have considered a casting class and their need for energy. But because we said nothing, they assumed that our class was doing fine.

This whole sigs thing has actually pointed out a big missing component to the druid class. It is a major weakness.

Simple fix.... Give us the the Energy Boost skill
Thanks for the feedback, this is something that we'll consider.

Re: Do not delete! - Sigils!

#88
Yep couldn't agree more - sigils were just designed as a handy way to reduce downtime between fights. If there is an issue with players needing them during combat that is something we have to look into at the gameplay level, for example adding more energy giving skills, reducing energy costs etc. We'll be looking at this over the next few weeks to see what we can come up with to help with this.
I've said before this game is broken if players are fully dependent on sigils to succeed.
Sigils are there to reduce downtime between fights, not a crutch for boss fights.

It's great that meditate works in combat now, but it's not enough.
The real fix should be to investigate issues with energy regen in combat and energy consumption.
This is right on.
Why should Druids be so dependent on sigs in the first place.

Why do almost all other classes receive a spell that regens either health or energy? Even Rouges got a health skill with update. You would think OTM would have considered a casting class and their need for energy. But because we said nothing, they assumed that our class was doing fine.

This whole sigs thing has actually pointed out a big missing component to the druid class. It is a major weakness.

Simple fix.... Give us the the Energy Boost skill
Thanks for the feedback, this is something that we'll consider.
.
Aren't the complaints saying that the behavior has changed from what is was previously?


It is nice to consider fixing the energy problems of classes in general but that is different to the specific problems outlined here. Admin and Wulver your comments makes it sound like a general game-play problem.

Doesn't it look like a bug or at least a change in how part of the code is being used by the rest of the programme?


People (and me) paid money on the basis that sigils behaved in a certain manner and now sigils are behaving differently.
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Landoril 221 Ranger
Denoril 170 Rogue
Hateril. Hat holder
Pageril...well you get the idea

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Re: Do not delete! - Sigils!

#89
I don't know what most if you are talking about. Chaining the in combat time has not all to do with the problem.

The real problem is when you cast a heal skill on a player that is being attacked or attacking it now puts the Druid into combat mode aswell it never did this befor update. So simply reducing the in combat timer after a fight will not fix this problem. The only way to fix it is when casting Druid heal skills on someone that is in combat, chaning t back like befor so that it does not put you in combat aswell.
Ghandi--Druid

Re: Do not delete! - Sigils!

#90
... The real problem is when you cast a heal skill on a player that is being attacked or attacking it now puts the Druid into combat mode aswell it never did this befor update. ...
Thats not true. I don't know how msny times (pre-update 4) i threw a heal, poison, smoke bomb, natures embrace, entangle, etc on another player/their targetted mob and *I* suddenly had agro from the mob that they were already attacking. As a consequence, I generally keep my auto-attack set to off, so I wouldn't accidentally ks. In fact, I took advantage of this while dual logging to train; I would have my second toon cast a smoke bomb on the mob or a heal on the first toon, so if the training toon died, the mob wouldn't reset.

In other words, healing another player,etc *always* put you into combat mode. It just means the issue is how regen occurs while in combat mode.
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