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runepriest buffs

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Toldavf
Posts: 1586

Re: runepriest buffs

Post#11 » Sun Oct 18, 2015 7:33 pm

group self res rune XD
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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woot
Posts: 47

Re: runepriest buffs

Post#12 » Sun Oct 18, 2015 7:55 pm

OldPlayer wrote:
bloodi wrote: I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.
May I inquire the link to be sure that these particular skills are not considered to be important, please?
there's no link to a post where the devs say that. it's just some scrubs opinion.
:twisted:

lilsabin
Posts: 619

Re: runepriest buffs

Post#13 » Sun Oct 18, 2015 10:57 pm

bloodi wrote:
OldPlayer wrote:More important thing to do is to make Runes "expendable" as they were in original, you could use the rune placed on you to damage/heal etc.
I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.

what is important ? unlocking t4 with all the actual bugs ?

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Azarael
Posts: 5332

Re: runepriest buffs

Post#14 » Sun Oct 18, 2015 11:16 pm

woot wrote:
OldPlayer wrote:
bloodi wrote: I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.
May I inquire the link to be sure that these particular skills are not considered to be important, please?
there's no link to a post where the devs say that. it's just some scrubs opinion.
There is no such post that I recall.

He's right, though.

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Mez
Posts: 730

Re: runepriest buffs

Post#15 » Mon Oct 19, 2015 4:54 am

Okay Bloodi, you win this round. But I just want to say though 99 players out of 100 never used tahoth potions, absorb or pytra pots. 8/10 players probably never keybound battlebrew backpack l (free 860 damage , no mitigation and un-defendable, perfect free attack when closing a gap). I'm just saying any patch we get is a blessing, but I will still hope for tools and game play to put me ahead of the curve with any inch they give. I was just hoping for this tiny edge because I liked it.

If my WE gets green arms in an SC, (Shaman 'Ere We Go damage additive), I reach for my zealot buff keybind, out of instinct still from live, just to apply it somewhere out of my range. If frozen touch procs also, you'd be surprised the kind of damage package you can deliver on a melee toon. And I already stated the sorc/bw reasons. I would literally use that abilitiy on cooldown if it were available.

On live, I was in 6 and 12-man bomb groups and ALL of our PBAOE bright wizards used the free aoe dot as 1 more means for layering burst with their flame breath, spreading fl., detonate. The AOE dot buff was the abilitiy they always used first point blank as they arrived together right before double annihilate. The stuff is usable by 1/100 players on RoR. Just saying, because someone should. I'll go back to my corner now.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

Luth
Posts: 2840

Re: runepriest buffs

Post#16 » Mon Oct 19, 2015 4:58 am

One day the "markbuff" addon will work again and the problems mentioned by the op won't exist anymore.

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