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  1. #14
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    Join Date
    Jun 2016
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    Quote Originally Posted by Sicycre View Post
    Hello, everyone.

    I'd like to share the upcoming adjustment to enfeebling spells planned for the next version update.
    Enfeebling magic spells Frazzle and Distract will get an adjustment where the duration of the effects from these spells will be extended to 5 minutes, and the base values will also be increased for Frazzle III and Distract III.
    With this adjustment, even if the spell was resisted by half, the effect will last longer than the current if it lands without any resistance. (The effect of enfeebling spell won't decrease even if the spell was resisted by half or quarter.)

    At the same time, we're going to decrease enemy magic evasion.
    In addition, we'll be sure to not make darkness resistances too high for enemies introduced in future. (That said, it doesn't mean there won't be enemies with high darkness resistance as their characteristics.)

    This will also be applied to the upcoming Ambuscade battle content schedule for February, so please be sure to give it a try.
    Frazzle and distract don't solve the problem of rdm arsenal being useless.
    This still leaves, para, blind, slow, dia and bio are still nearly worthless. Increase of the potency and duration of frazzle really don't do anything for rdm. If anything it actually screws over rdm more. First off the adjustment kills the need for rdm mythic m. acc with aftermath and death blossom added effect. Griov staff and omen grip are far higher potency than anything rdm mythic can ever match.
    That is a problem, mythic should be the king. Not a random drop with random augments.
    Lowering the magic evasion is needed, but it leaves all the people that made mythic on rdm kinda screwed on all their effort. The fix to this would be to either change the convert ratio of murg or add a new stat on rdm mythic for enfeebling magic effect +10%

    Fix the potency of para, slow, blind, dia and bio. Frazzle and distract don't do anything to get a rdm in party as is, and now you are lowering mob stats even more which means rdm is needed even less.


    para, slow, blind all need to be on a set % of effectiveness based of enfeeble skill

    I.E. lowest possible para % would be 5% effective, the higher the enfeeble skill the higher it gets to a cap of 30% effective at 610 skill

    dia and bio 3 both need to be 25% when 5/5 merits,
    bio 3 should be BOTH attack down and magic attack down, DoT needs to be raised badly
    dia 3 should be BOTH defense down and magic defense down, DoT needs to be raised badly

    poison resist rate really needs to be fixed and poison potency needs to be increased badly

    I have been saying this for a very long time now, I wonder how many more times I have to post it before SE realizes they have rdm wrong. Just like everyone told SE for many months Geo needs to be nerfed and they didn't see that either until recently.
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    Last edited by Thorva; 02-05-2017 at 09:53 AM.
    Seriously, stop pretending you are the top DD, you really aren't. Quoting bg-wiki all over the place makes you a parrot, not a God.