R211

Discussion in 'General Archive' started by trakilaki, Jun 28, 2018.

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  1. Akageshi

    Akageshi Forum Duke

    I suggest players like you get access to Infernal eight thousand where a regular skeleton has three hundred billion hp and six hundred million damage.

    The rest of the difficulties should get proper balancing, currently meaning some debuff on regular monsters/champions and perhaps some very slight buffing of some of the world bosses and monsters like Ancient Stag at the end of m1 in q4.
     
  2. ΣMiwel

    ΣMiwel Forum Ambassador

    Ancient, and thus quite old. How do you want an old stag to be strong? He should be replaced with a Young Stag :D
     
    Akageshi likes this.
  3. trakilaki

    trakilaki Living Forum Legend

    I had no time to reply sooner.
    Yes, I have encountered some of them (after I made my post) on live server.
    It is clearly broken ... i don't know if it has got to do with the new ability of ranged monsters and the additional damage they are dealing ... but it is clearly broken and OP. In R211 it is on steroids.
     
  4. sargon234

    sargon234 Commander of the Forum

    but did some of that doping of the mobs get in r211?I do not think they mentioned that in the patch notes
     
  5. Phyrix

    Phyrix Count Count

    Well I guess the end is on the horizon then
    In R207 i had 18.5k crit and 200% cd and 22.5k damage @ 1.82 attacks per second
    In R209 the mobs became really hard, a lot harder especially inf3 you could not solo anymore
    Now in R211 they have boosted the mobs and the bosses and the mini bosses
    Not only according to Traki but on Facebook groups they say this too.
    For the guy that could solo inf3 <- good for you
    This is just getting out of hand and bp will lose a lot of customers
    Right now on my 2h I have 25k dmg 20458 crit 250% cd 2.014 attacks per second
    At least if we went through a daunting inf3 map we got rewarded with a boss that doesn't take 30 minutes to kill
     
  6. silverseas

    silverseas Count Count

    This is a question more for satisfying my curiosity than serving any function since the group talent and rune are both trash for this particular skill.

    The patchnotes state "The player will benefit from the rune effects even when not in a group."

    However, based on when I'm playing, the SW Destructor beam group talent is the most garbage talent there is because the caster is not "hit" by the beam, and therefore you will never get the effect from your own Destructor beam.

    So... does the rune effect activate for the caster since you're not "hit" by the beam?
     
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