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  1. Dargelar

    Mortal needs real escape skills

    Can you describe or provide a link to the original versions of the Adrenaline weapon abilities? Or outline how they’ve evolved over time? Personally, I find all this business with super armor penetration and the 2–4‑hit combo ridiculous (using it instantly reminded me of SAO and its 12‑ and...
  2. Dargelar

    Mortal needs real escape skills

    There’s a lot that could be done; the only problem is the developers’ lack of skills and understanding of why any of this is needed. You’re suggesting “running away” as a way to protect the player? I don’t know if that would help — probably the opposite. The game needs quality‑of‑life...
  3. Dargelar

    Bridge to Sarducca.

    Dude, I'm just saying that despite the lack of classes, the game should support different gameplay modes, creating their own niche for them, not just a fun build that no one needs. Historical references are nothing more than convenience for players, making the task easier to understand. So, for...
  4. Dargelar

    Bridge to Sarducca.

    I also noticed a lack of reduction to the speed penalty from mounted armor in the "Mounted Combat Skill," which would increase mobility to the level of the next armor class. Logically, heavy mounted armor is primarily geared toward melee combat, as they should benefit from it, not mages and...
  5. Dargelar

    Fixed In 5 Steps Or Less: Skills

    On topic – let's start with a global cry from the heart: it's time to expand the mechanics of the near. Let's be honest, the adrenaline skills haven't lived up to their promise. There are a couple of useful skills, but overall, they're garbage. The adrenaline bow tree is several times better...
  6. Dargelar

    Fixed In 5 Steps Or Less: Skills

    I disagree with the author's first and second suggestions, and here's why. First, I consider the bonus received for PVE points, which simplifies specialized PVE work like hunting, to be legitimate, just like the advantage any PVE master gets against a non-master. This bonus is insignificant...
  7. Dargelar

    Bridge to Sarducca.

    The imbalance of some builds is due to the lack of gameplay mechanics within the frameworks within which they are played. Mounted Archer In PVE – the game lacks a system for restricting monster hunts by repeatedly circling them. Mount loyalty doesn't work here. Add in the varying levels of Maut...
  8. Dargelar

    Fixed In 5 Steps Or Less: Reputation & Murder

    "B – There's a serious risk of abuse depending on how it's done; I've no doubt the girl with red hair would almost certainly always be right, but I'm not so sure about the others." Is this some kind of reference to SAO? Even if they won't be able to abuse it any more than they already are. I...
  9. Dargelar

    Fixed In 5 Steps Or Less: Crafting

    I understand, but I have to work from the simple to the complex. I wanted to flesh out a small, compact test with a clear idea. But you can see for yourself what this is turning into. Diversifying and changing resources will eliminate a ton of problems (and possibly create new ones), but until...
  10. Dargelar

    Fixed In 5 Steps Or Less: Crafting

    Weapon-based example Basic stats: Balance, durability, striking potential Primary stats: Damage rating Secondary stats: Weight, Strength requirements T1 – readily available resources Standard version of a T1 weapon – acceptable weight/durability, but primary stats are inferior to T2 (<85% of...
  11. Dargelar

    Fixed In 5 Steps Or Less: Crafting

    (This post has been translated by a translator, so there may be errors in words or details) A system that looked promising during beta testing turned out to be an ugly stub with poorly thought-out mechanics for the economy and gameplay. I support the developers' desire to make their game stand...
  12. Dargelar

    Pop Dropping

    I returned to the game with the launch of Sarduka, and here's what I want to say about the topic and reasons for the decline in online play. The first reason is, as Ivan Vanko said, "Your soft is shit." The network code and servers can't support the minimum number of players needed for a server...
  13. Dargelar

    Fixed In 5 Steps Or Less: Clade & Mastery

    "What I suggested is something very simple for masteries" - It only seems that way at first glance; in reality, different stats are important to different classes. Your example, with an expanded health pool of +10/20 health for an Ogmir or Tursar, is a nice mini-buff, but for an Alvarin or...
  14. Dargelar

    Fixed In 5 Steps Or Less: Clade & Mastery

    No, I don't use chat gpt to compose messages; long messages are a professional deformation after compiling millions of reports and documentation. I don't rule out that some of the meaning is lost due to mistranslation. If you don't like the way I write, you can just ignore my messages. "7.a For...
  15. Dargelar

    Alvarin nerf suggestion list - in case you didn't nerf them for the patch day and everyone spams you

    Could you show the entire phrase? I didn't find the "ig" combination in my post. Regarding Thursar, only Styganthrope constantly restores Thursar's health; passive regeneration restores it once per minute, and you still have to survive that minute. Vampirism isn't so simple either; it only...
  16. Dargelar

    Fixed In 5 Steps Or Less: Clade & Mastery

    I agree, Mastery skills are difficult to call balanced across the different branches. The point values are completely different, and most importantly, the ultimate goal of developing these branches is unclear. The rule of discarding useful and necessary things is not followed. The Active and...
  17. Dargelar

    Alvarin nerf suggestion list - in case you didn't nerf them for the patch day and everyone spams you

    @Iloros Literally dude Thursar clade gifts be like 20 hp per second -20% healing The Tursar's Treasure doesn't provide 20 HP/second, 1 HP/3 seconds, or 20 HP/min. Even if you add the bonus from passive regeneration, which provides 10 HP/minute and 20 HP/minute for the Tursar. We only get 40...
  18. Dargelar

    Alvarin nerf suggestion list - in case you didn't nerf them for the patch day and everyone spams you

    I'm certainly extremely negative about the Alvarin, but your edits have touched even me. The main problems are the virtual absence of significant weaknesses for this race, while their strengths are unmatched by other races. Problem #1 – Alvarin Mobility 1. Combined with their low aggro radius...
  19. Dargelar

    Fixed In 5 Steps Or Less: Clade & Mastery

    "Set Clade level to 20 upon completing the Haven tutorial or upon leaving Haven, and recursively to 20 for all existing characters on Myrland below that level." is useless; mob levels in this game represent world randomization, not actual difficulty. Significant problems with Clade are: 1. The...
  20. Dargelar

    Henchman/leadership skill

    Because AI character and pet models lack density and can overlap, developing pets is pointless. First, let's make sure pets fight by the same rules as players, rather than relying on teleportation and passing through characters and walls.