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401. SalabimSalabim Bandit posted February 23, 2012 07:00 PM in reply to Golden Eagle's post
Originally Posted by Golden Eagle »Okay now that I played my rogue with the changes, I really gotta say that the rogue is definitely much weaker than warrior and sage. The change in Path of Shadows makes no difference I can see, as I never got hit when using it anyway. The Throwing Stone is okay but the damage is minimal, and that was with Borrowed Power on. With not being able to move after an attack, the rogue is at even more of a disadvantage than ever. The warrior doesn't really need to be able to move because he is so powerful. The sage doesn't need to be able to move because all of his shots are so long distance and there are so many of them.

Please, strengthen the Rogue.

Again:

--Path of Shadows: You stay invisible even when attacking, for the duration of the spell.
--Restore stronger Shadow Guard with three round recharge.
--Strengthen some shots, at the least make Throwing Stone heavy damage. The rogue shots, except Devastate and to a much lesser degree Tainted Strike, are wimpy.

Even with doing that I don't think the Rogue would be on a level with warrior or sage, unless you put in another suggestion of mine:

--Have a system of ability to move after attack, according to the speed of the character. Thus all classes would have a chance to move but the highest chance would go to the class that needs it most--the rogue.

If you did all that the rogue would be at least competitive with the warrior and sage.

Honestly, I'm having difficulty understanding why the team seems to think the rogue is anywhere near the level of the warrior or sage now.

Please reconsider strengthening the rogue. Right now it's just not worth it to play him. And when the level is increased it will be very tough for him going solo, and in team play warrior-sage is much stronger than rogue and anything.

If the change isn't made it won't stop me from playing the game, but it may stop me from playing my rogue. Or at least, it won't be very enjoyable.

Thanks for reconsidering.

I partially agree with you. I would like to see those changes ASAP:

1. Change throwing stone to throwing star or Shuriken(Ninja stars in japanese) .
Lets be serious, kids throw stones, rogues throw stars. Also increase the damage inflicted by this spell.

2. Make the rogue untouchable when he casts his shadow guard. In other words force the foes to target the shadow. This would make the shadow guard useful PvP too. Probably the shadow guard should be in play 1 less round to compensate for the improvement of the skill. Another idea is to let the engine to pick randomly how many rounds the shadow guard will be in play. 1 round if you're unlucky, 2 rounds if you're lucky.

3. Add purge effect to tainted strike. If the enemy is immune to daze, root,stun etc the tainted strike should first purge the enemy, then inflict damage and then daze. Also make the daze effect USEFUL in general! As it is now 99% of the mobs seem to be immune to daze. Is this a bug maybe???

Edit: Video added

Last modified by Salabim at February 23, 2012 07:05 PM.

http://nadirim.com/forum/post/10800
 
402. JietohRougeJietohRouge Vagabond posted February 23, 2012 09:55 PM in reply to Salabim's post
I agree with Salabim completely. I really enjoyed Nadirim, especially playing as a Rogue (or in my case a Rouge ... lol), then the devs decided to declare "Holy Jihad" on the rogue class. Playing was no longer enjoyable as the amount of NERFED skills killed the fun of the class. I was a Nadirim regular, but have not played in the last 4 months or so because of the changes to the Rogue class. I still monitor the Forums in hope that they Un-Nerf the Rogue.

Miss my Nadirim friends.
http://nadirim.com/forum/post/10808
 
403. CKHW_RCKHW_R Guard posted February 24, 2012 01:20 AM
I agree with them about the rogue's skill improvement.

The rogue has high speed attribute, maybe there is a chance to move after attack? Even a chance, not 100%. Or when in the buf of ShadowPath?

Some other skills seem a little useless. There are just 10 skill slots and first 3 cannot change. I think everyone (not just rogue, and other class) can choose EVERY different skill from spellbook to use in different kind of battle. But as my experience, some skills are rarely used, like disarm or throw stone.

Just my opinion
http://nadirim.com/forum/post/10818
 
404. Irrational AbstractIrrational Abstract Assassin posted February 24, 2012 09:09 PM
Need $$ for new server? Make moving after skill one of gem perk options!

I'd pay for that .
Cowardice (cow·ard·ice \ noun \ˈkau̇(-ə)r-dəs) :
Using multiple pseudonyms in forum posts to inflate the number of similar view or to conceal one's true identity.

Synonyms:
Pathetic, Fake, Duplicitous, Conviction-less, Just-Plain-Sad.
http://nadirim.com/forum/post/10856
 
405. GamechaserGamechaser Bandit posted March 1, 2012 11:39 AM
I can see that the suggestions thread has moved here. Thus the change logs become a little hard to find across the numerous pages.

Perhaps I might be repeating someone else, but here are 2 suggestions:

- I support the critical limit to be 50%. However, it would be cool if abilities can further increase it temporarily, say up to 60-75%.
- As the number of active players increases, perhaps the mob/item re-spawns should be tuned accordingly?

Cheers and keep this cool game rolling =)

Edit: I guess before anything else the game stability should be increased...

Last modified by Gamechaser at March 1, 2012 06:32 PM.

http://nadirim.com/forum/post/11116
 
406. Irrational AbstractIrrational Abstract Assassin posted March 1, 2012 10:08 PM in reply to Gamechaser's post
Originally Posted by Gamechaser »I support the critical limit to be 50%. However, it would be cool if abilities can further increase it temporarily, say up to 60-75%.
- As the number of active players increases, perhaps the mob/item re-spawns should be tuned accordingly?

Edit: I guess before anything else the game stability should be increased...
+1, on all 3 points.

As for the "suggestions", I view those, including mine, are still related in some way to the recent changes made by the last patch. So, don't mind me much .
Cowardice (cow·ard·ice \ noun \ˈkau̇(-ə)r-dəs) :
Using multiple pseudonyms in forum posts to inflate the number of similar view or to conceal one's true identity.

Synonyms:
Pathetic, Fake, Duplicitous, Conviction-less, Just-Plain-Sad.
http://nadirim.com/forum/post/11143
 
407. ForsethiForsethi Bandit posted March 6, 2012 10:59 AM
I don't really understand, how enemies can see me, when I cast the Path of Shadows skill....
http://nadirim.com/forum/post/11386
 
408. noddaclewnoddaclew Bandit posted March 6, 2012 04:51 PM in reply to Forsethi's post
Most likely, when you get hit while using that, the enemy has used an AOE (Area of Effect) attack, perhaps one that covers the entire battlefield. Also note that any DOT (Damage Over Time) currently on you will reveal you again.
http://nadirim.com/forum/post/11415
 
409. XiberionXiberion Lead CM posted March 8, 2012 07:05 PM

The Great Spring Patch



Skill Tree
You will be able to upgrade your skills by skill points, that you receive when leveling up and some upgrades can be upgraded only by Gems. There are two upgrade directions, but for example if you choose an upgrade from the left branch you won’t be able to choose upgrades from the right branch anymore.

It possible to undo all your skill upgrades by pressing the Reset button, every reset costs 40 Gems. When you reset your skill upgrades, you will get back all your redistributed skills and also Gems spent on upgrades.

The upgraded skills get a new name, icon and a boost. These upgrades are showed in the skill description.


Fighting Pit Quests
Win the grand prize after winning a series of ten fights in a row in the fighting pits.
New fighting pits in:
  • Ennahar Harbor
  • Lumberyard, North of Ennahar
  • Karasim
  • Tebat
  • Derum Pass

When you are in these areas just look for this sign.



Total Item Revamp - with diminishing returns

What we did with items in this massive patch is basically opened the door for additional levels of items up to level 60. In one hand we implemented diminishing returns on the percentage based attributes which are Critical, Speed, and Defense. On the other hand we reallocated all the stats across every rarity level on every single piece of equipment, to make them more compelling and coherent.
The implementations of diminishing means that these attributes won’t go up by as much when you get more of them. This is how we eliminated the early attribute caps, so you really should maximize the combination of combat buffs and boosts in order to achieve higher percentages. Diminishing enables us to introduce more and more powerful items in the game without risking to make everyone godlike, which clearly ruins combat experience (even if you think it is a good thing ).

You might find some of your gear stat changed but remember it is not affecting only you but the whole game and this whole process was only driven by a passion towards a better and open ended game for all of you!

Some of the major changes:
  • weapon damage has been normalized across every rarity, so the gap between them has been reduced (common weapons are no as bad then before)
  • stat allocation on different slots have been normalized (chest armors are not that much overpowered for example)
  • Critical, Speed and Defense has been greatly increased on items, however due to diminishing returns the final percentage values are lower (to enable further levels of gear without capping everyone)
  • Two handed weapons had their damage increased by roughly 10% across all rarity
  • Magic has been reduced on most items, however it may occur on every sage item slot.

Number of Premium gear increased from 148 to 832
Check out the premium store right away to find out the awesome new gear options:
  • We offer full set of gear for almost every second level
  • You can select from various attribute builds, there are 3 ways of stat allocation available on every slot
  • The additional 2 stat builds are represented by whole new graphics
  • Class specific gloves and boots are finally arrived in the store


Inventory limit
We are introducing an inventory limit of 40 items (changed from the initial 25). This new feature will increase game performance in general and ease up the use of your inventory. Due to this we kindly ask everyone to reorganize their items and sell or delete the ones that they don’t need.

This new feature will work in a very easy way. If you will have more items than your limit, your character will not be able to carry its stash and thus won’t be able to move on the map, until you get rid of some excess items. We are not taking away any items so you will have to decide on your own what you keep and what you get rid of. With this upcoming patch you will only receive a warning that your inventory is full, but you will still be able to move.


Companion
We are introducing 49 companions that can fight on your side in every combat! They will be available in the Premium shop and also at every alchemist.

After activating them, you will be able to summon them in every combat you enter where you can control them exactly the same way as you command your own character. Companions have all kind of different skills and based on their skill sets they can be sorted into three categories: healer, tank and damage dealer.

These unique mercenaries will be available on every other level and they can be hired for 1 or 5 days. Their prices varies from 7 to 45 Gems.


Minor Item Fixes
  • Several early level weapons have had their graphic enhanced (Kukris, Sacrificial Daggers and Flails).
  • Leaper's Hunch - this cloak has had its graphic changed to make it more distinctive

Starting area
  • Starting quests were modified to achieve better player guiding
  • Companion tutorial quest added
  • Tutorial texts were modified
  • Reworked harbor area with new player starting point

Ennahar City quest changes
  • The XP reward for several quests have been modified
  • Lower Energy costs for several quests
  • Level 4 quest requirement removed from The Lady of Old Town quest

Quest changes
  • Lowered level requirements for Vault, Serpent Spire and Temple Plateau quests
  • Mob boss re spawn time was reduced from 30 to 20 minutes: Komor, Mean Greeny, Xora and Great Destroyer

Flee
  • The flee flags has been removed from the combat screen
  • A Flee button was introduced, you can use it for fleeing. Flee button only available at your own turn


Combat Changes
  • Combat obstacles (barrels, rocks, trees, etc.) got a new graphic.
  • Every skill got a unique effect
  • New combat backgrounds
  • Edit: All mobs are tougher

Skill changes
We made some changes to the following skills, we fine-tuned them according to the other skills.
  • Focused Strike (critical bonus decreased)
  • Cleave (recharge increased)
  • Intimidating Shout (duration decreased)
  • Berserk (damage bonus decreased, defense debuff increased)
  • Cold Blood (damage bonus decreased)
  • Evasive Stance (dodge bonus decreased)
  • Cleansing Venom (over time damage decreased)

Skill icons
  • Most of our skills got a new icon. This change affects every class in the game.
  • Sage’s Parasites and Rogue’s Shadowguard minions got a new graphics.

Level up changes
  • Sage now gains Magic at every level up
  • We changed the starter attributes of the Sage and the Rogue. Sage got higher Speed, while the Rogue got higher Critical value at lvl 1.

Last modified by Xiberion at March 9, 2012 12:36 PM.

If you have ten thousand regulations you destroy all respect for the law.

See you in the game!
http://nadirim.com/forum/post/11563
 
410. MidnightRoseMidnightRose Lion Tamer posted March 8, 2012 07:52 PM in reply to Xiberion's post
*hears angels singing to herald the return of skill trees*

How will respec of current characters be handled?
40 gems seems a bit steep for a brand new system... any chance we can swing a HEAVY gem discount for this at least in the first week, or a Dinar price (again, at least for the first week) as we get used to the new skills?

*hears angels singing to herald the introduction of "companions"*
better late than never?
Will we get a formal list of specs for each of the 49 companions here in Forums, or will we need to be sorting through them for the first few days until some enterprising player posts them in Guides?

Will inventory be sortable, ala beta tests, or will it still be sorted alphabetically?
Since we are limited to 25 slots, will there be any dinar/loot backpacks available, or only the Gem purchase Expand option?
If we have a full inventory already when receiving rewards, how will the overflow be handled? Will new items not be accepted? Will we have the opportunity to switch out existing itemsfor new ones? Or will the "unable to move" simply just freeze the game for us?
Will all of our gem-purchase Boosts, Town Portals, and energy potions be included in this "25 items only"?
Does the "25 items" also include clothing and gem-purchase outfits?

With the concept of "diminishing returns" on premium items, will there be any ingame compensation for players who have previously purchased certain equip with Gems who now find those items decreased past what they would have spend their gems on?

I reserve the right to throw a high holy fit about the skill changes, but not a peep will be said about that (from me at least) until I see the new skill trees.

Under the heading "Zenithar quest changes" you mention the spawn time of bosses and then list a handful of Ennahar bosses. Is the reduced spawn time for Zen AND Enn bosses, or one or the other?

For all this hard work, the whole Tribe deserved a big ol' THUMBS UP... with reservations

Last modified by MidnightRose at March 8, 2012 07:57 PM.

Do not argue with an idiot. He will drag you down to his level and beat you with experience. http://nadirim.com/forum/post/11568
 
411. REMASTERREMASTER Bounty hunter posted March 8, 2012 07:58 PM
just to start the bashing....

"cold blood" was borderline useless by giving 50% dmg in trade of 50% chance to get other turn and do 100% dmg, now it's a penalty !
http://nadirim.com/forum/post/11570
 
412. Shayan's GuileShayan's Guile Bandit posted March 8, 2012 08:40 PM in reply to Xiberion's post
Glad to see all skills are upgradeable (and with skill points, not just gems), but I'll reserve further comment till I see how it actually works.

If the inventory limits were necessary to improve server performance, then I'm all for it. I'd like to be able to move items around in the inventory though, or at least sort it how I want to. Hopefully that's also included in this patch, if not, maybe next patch?

Flee button instead of moving to the flags is a good addition.

I'll reserve comment on the Companions system and itemization changes till I see them in-game.

Overall, looks like a massive patch. Tribe needs a weekend of fun in the sun after this one.
http://nadirim.com/forum/post/11572
 
413. OrellaOrella Bandit posted March 8, 2012 09:27 PM
Wow. I'm getting excited just reading about this monster of a patch!

Fighting Pits
Sounds fun, I'll certainly be checking them out.

Zenithar Quest Changes
Thankyou! Having to grind to level 23 is really no fun for me. I don't this game to repeatedly bash the same mobs over and over. The quests are what keep me involved, so I'm really thankful for this in particular. Grinding shouldn't have to be done on any level in my opinon, seeing as the quests are such a core element of Nadrim's gameplay.

The other additions have either been justified in my own mind, make no real difference to me, or are one's that I'll have to put to the trial to form an opinion. Overall, this is such a great patch. I can really see how you've tried to answer the problems players are having with the game, and that's great to see. Keep up the great work!
http://nadirim.com/forum/post/11576
 
414. mrg8472mrg8472 Berserker posted March 8, 2012 09:28 PM in reply to Xiberion's post
nightmare....

come on guys use your common sense.. 25 item max????? it's crazy...
Whip harder your lazy coders to optimalize and fix memory leaks in character/trading screen and don't choose the easy way to limit this hard the item list. (for example: memory consumption increases ~20mb/each item sold, no wonder it crashes the game after selling a few items an no one likes to sell the items in their inventory)
You will loose players with this and this angries them too.
Personally i have more than 25 slot energy potion and booster. So now i had to drop gem items to be able to play?????!!!!!
You stole the last remaining fun from the level 25 players.... collecting boss dresses and items.
And the girls (and boys too) likes to dress up, change their apperance.. so they need their cloth collection.
Try to destroy a women's wardrobe in the real life, she will be devastated (ask your wife/girlfriend). This will happen with the players.
So now.... what to do till new content arrives? Leave the game, no more to do... this is a great way to destroy a great community... (and a game)
And i could continue this for a long time...
(while i wrote this already one of my friend told me this was the last drop... he is quitting, there is nothing left to come back to play)
http://nadirim.com/forum/post/11577
 
415. BaronVonZeppelinBaronVonZeppelin Bandit posted March 8, 2012 09:53 PM
totally disagree with the skill tree
http://nadirim.com/forum/post/11580
 
416. EthelindaEthelinda Bounty hunter posted March 8, 2012 10:13 PM
I hope the item limitation will be clarified and significantly increased, if it includes quest items. Also, my flash drive crashes when I try to sell a lot of items, possibly also if I try to throw them away, so I fear I will have to remain frozen from now till about July, desperately trying to get rid of enough items to move. Think again, TT, this patch may be the worst yet. I reserve judgment on the warrior bashing which seems to be the primary purpose of the skills changes.
http://nadirim.com/forum/post/11582
 
417. ama vama v Lion Tamer posted March 8, 2012 10:22 PM in reply to Xiberion's post
Inventory Limit: Will this affect first tab only? Or all the collectibles and quest items as well? Must i now choose to do collections of only one sort of item?

Skill Tree: But some of us already have invested gems in upgrades, in the only 2 skills that were available until now. Will this be reset now and our gems returned? Or are we to be penalized for our previous investment by being charged still more gems in order to reset a branch that we no longer want? Or will previous upgrades not affect this skill tree upgrade?
Lost? That's my middle name. http://nadirim.com/forum/post/11583
 
418. Ethelred1Ethelred1 GM posted March 8, 2012 10:50 PM
Since you never announce exactly when a new patch will begin, does this mean that every player who is not standing by a vendor when the patch comes on cannot move until he throws away all but 25 items? What exactly is an item? If I am wearing it, it isn't an item, but what about collecting items for collection quests? I may have to reach the limit in one kind of berry in order to find one of the fifth kind--am I supposed to be throwing them away? If I haven't, am I frozen forever wherever the patch catches me?
Ethelred1 aka Alvin Glinda and Reddy http://nadirim.com/forum/post/11584
 
419. TimtollTimtoll Bandit posted March 8, 2012 11:01 PM
Skill Tree - It's OK for me, but let's see. (Due to the information on the Hungarian forum, you will get back your gems spent on skill improvement.)
Fighting Pit Quests - Excellent. It was on my wishlist.
Total Item Revamp - Don't know yet, but the cc +700 premium items sound good
Inventory limit - due to the numbers of quest items I own and the couple of gear I bought for gem IT IS TERRIBLE.
Companion - It smells like 'Let's earn some extra money'-kind of development, but I can live with and also without it
Skill changes - As it is written, the warriors will s@ck again and those skills will be modified that are the bread-and-butter (FS, Berserk...) for the warrior

It seems or now sounds like the classes is not properly balanced to eachother.
I suggest you to cancel the tomorow patch, it will be a new armageddon,

"Give a little with one hand and take away more with the other"
http://nadirim.com/forum/post/11585
 
420. MerielMeriel Bandit posted March 8, 2012 11:13 PM
all of u so blind? or only want to blame on everything?

see the pic about inventory... there are 4 categories.
1st : for items
2nd : companions
3th : balance sheet dunno what means exatly... maybe some other tradeable items
4th : cards -> collectable items

use ur brains ... think a bit, after argue. if still necessary.


ps:
all game has limited inventory...

Last modified by Meriel at March 8, 2012 11:14 PM.

http://nadirim.com/forum/post/11586
 
421. GedalyahGedalyah Bandit posted March 8, 2012 11:15 PM
warrior without berserk is nothing thank you for nerfing it.
I http://nadirim.com/forum/post/11587
 
422. Peggy GordonPeggy Gordon Bandit posted March 9, 2012 12:10 AM
Asking money for every skill reset won't be too popular. Probably most people would want to play around with the skills and their upgrades(to find out the best combinations that suits them), but this won't "allow" this.
http://nadirim.com/forum/post/11589
 
423. CKHW_RCKHW_R Guard posted March 9, 2012 12:49 AM
Oh, so many changes.

I have to sit down and red it carefully
http://nadirim.com/forum/post/11590
 
424. terpterp Bandit posted March 9, 2012 01:35 AM
Fighting Pit Quests - nice i was waiting for something new to do in this game.
Total Item Revamp - Don't know what to think about yet that have to see how it works out.
Inventory limit - 25 is not enough and i see you can expand with gems
Companion -hmm gems again?
skill tree-again gems again And skill points when you level up. So if you are capped there is no leveling up does that mean no skill points?

All together some things sound ok, but a lot of the changes involve gems. So it seems to me this game is slowly moving to be a game where spending money on gems makes a big difference.
http://nadirim.com/forum/post/11591
 
425. RiverSongRiverSong Berserker posted March 9, 2012 01:57 AM
I hope the skills that I spent gems to upgrade, are not to be changed, or we should not be locked into a skill tree with them, or else I will be very angry.

I also hope that the clothing and outfits that I purchased with gems, won't count towards the inventory limit. It would not be fair to be penalyzed for items we spent "real money" on, at a time when there was no inventory limit. Besides, one of my pleasures in the game, is switching wardrobes, and I was looking forward to new clothing items to buy. And I want to be able to keep them for wardrobe changes.

And what about all the energy potions and health potions that I have accumulated from collection quests, and devourers--also boosters and portal thingys that I have won. Will I have to trash these items also?

My next goal was to try to win all the epic clothing items from the bosses, since there is not much else to do at level 25. Am I not going to be able to do this either?

Where are the new quests, new areas and increase in the level cap. I don't see much point to the minions at this point, if there will be no new fights to use them in.

I have spent a lot of money on gems so far--last night I bought more for each of my 6 characters, in anticipation of new equipment and new wardrobe items. And now it seems like buying these new items will be a liability.

Also, what if your inventory gets full in the middle of grinding, or a quest--will we be frozen and not be able to move, even to a vendor to sell some items.

And if you can upgrade your inventory size with gems--how much extra size will we get? Will it be doubled or tripled, or will we just get a measly couple of slots for our gems. It would be nice if this would be clarified before the patch.

I am sorry, but I am really really getting tired of all the nasty surprises and changes in this game. I am reserving judgment for now, but may be forced to find something else to spend my time and money on.
http://nadirim.com/forum/post/11592
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