#knights feedback
3564 messages · Page 4 of 4 (latest)
In this example armors being considered "blocking" armors (items without Vast Grip before patch) won't give as much bonuses as "dps" armors, that used to give melee skills before patch.
It's poison res armor
No, armors still are situational in many ways. Using armors just because it have 5-10 more STR is crazy
the problem is there should be blocking and attack options for the same lvl imo, because even though HFA is a blocking armor, if u have an umbral platemail u will never use an HFA to block something cause the umbral platemail will just give more healing through the strenght it gives
And it should work that way cuz it's better rank item. It's 2023 demons aren't endgame content
hellforged armor will still be most likely better in majority of places where there is physical and fire damage. Just because its gonna heal less doesnt mean the resist it provides will not compensate that.
Why is it hunted by 600 levels then 
1% bonus physical resistence is better than 10 str. And again, HFA and Umbral Platemail shall not be equal in terms of power. You should prefere Umbral if you are 400 lvl and HFA only when fighting Fire Mobs
For profit only
because of the gold sink, if wasnt for attrs no one woudl dare to spend their time on breakable spawn to farm gold
Because other monsters have shit xp/hp ratio shit loot and shit spawns mostly
its op but other than that people like to hunt underleveled content because it's chill and takes little effort and while doesnt give best experience, it's guaranteed profit. Some people like rakshy are just bad and can only hunt in demon hell 
10str increases the healing of uh by 30 on avg 1% reduced physical damage u need to take 3000 damage for it to be the same
You are considering 1x1 in PVE. And High Lvl Knights fight mobs that deal way more dmg than 3000. Think about blocking 3 azura's
so its situational
And now we reach into another discussion. Cuz healing is no big deal if you are in party...
i still think its weird that strength increases healing
I understand, have a status that increase attack damage and heal is weird. But devs make it work 
Overall armors should give resistances, even more than nowadays. Arm values worked 2435 years ago when end game monster which was being hunted was behemoth. It works on super low lvls and becouse it's flat value which works the same on every lvl we cannot do much about it, too much arm would be op for low lvls. Maybe str could give small amount % physical res and different armors would give different elemental res values
That's a big new update you have in mind. I think you should post your ideia in the proposals, it's worth to think about new armor formulas but in future.
when it comes to resistances on eq the important thing to notice is that % reduction barely matter on low lvls. I think it's kinda solved with physical resist since we have "armor" mechanic, but for elemental and other resists we dont have equivalent of that.
Because a party of 4x 500 levels break Aividem, Dreadlords etc
Also its insane profit since they are balanced around how much they cost to kill on like lvl 100-200
Idk but was it ever considered to rework monsters/mobs to tweak the balancing in âanotherâ way? This way mobs could get like special/better resistance of whatever type while weapons and or armors could give buffs towards special types of monsters. Just like demon slayer attribute on demonic axe works.
Or armors giving buffs to elemental damage once you use an elemental weapon. Something like that, just coming up my mind
This is literally what I proposed earlier. Get rid of %, add normal values. With each level, formula changes, so to reach 5% reduction on level 50 you need 10 resistance, on level 500 it would be 300 resistance. Level 300 armor giving you 200 resistance would give you 5% resistance on level 200 and 3% on level 500. It cannot be a flat value paired together with higher monster damage, because level 600 with 400 flat resistance would not get even damaged by lower level monsters.
For example, high level with high flat resistance (let's say 400) would have that few % resistance on high level monsters, but 80% resistance on low level monsters. That's why % would have to scale with level.
3000 - 400 = 2600 (14%) strong monster hit
800 - 400 = 400 (50%) weak monster hit
Aha u mean replace %reduction to for example 200 dmg less with fire?
Low level gear could have even 30% physical resistance, which would be totally fine, but the same set would give high level 1% physical resistance.
this solution is very confusing like entire strength/int/dex. Scallings, level requirements etc is not what we need. I'm talking about simple changes that are intuitive to majority of population without having phd in medivia. Demonbone helmet as an example could have 8 armor + 3 poison armor and that would already be great against poison oriented creatures + would not be very beneficial to hlvls.
No, I mean still percentage reduction, but gear gives number value of resistance, not %.
It actual % reduction would be calculated with formula, so depending on your level, one weak set could give 30% resistance to low level and 1% to high level.
Im afraid people wonât understand it once it gets too complicated with % based on characters level
Okay, but it's a straight nerf. 3 armor reduces damage by several damage points, whilefew % can even block hundreds damage. If buffed, we have the opposite: OP low levels, not even taking damage from mobs.
3 arm = 1-2dmg reduction 
In some way, level has to be taken into account.
Just do it but dont tell us formula cuz community cant handle it, even when it turns into a buff đ (as we clearly can see in here)
Maybe not lvl but % of your hp
But isnât the hp pool the limiting factor at low lvls?
But when you have 150 flat physical reduction, you can go afk on some mobs and never get hit by anything. If you use high level set, that provides a lot of reduction, and you don't want it to scale down.
Equip the set on level 8, go afk on cyclops, and you end up with more health because of regeneration.
well if low lvls will be walking with full demonbone sets and receiving 0 damage while walking on poison fields and 0 damage while getting hit by scorpions, I think we achieved what we wanted, I dont see anything op there. nether spiders would still damage them with physical and poison, armor formula is quite random so its not like they can accumulate enough poison armor to become immortal and Hlvls will not care about 1% poison resist.
So you want the end game set provide 10-15 damage reduction per hit, nerfing it by even 10x?
Okay, useful on low levels, resistance doesn't exist on high levels.
no, I think they should provide this 10-15 damage reduction on top of usual 5% or whatever
virulent armor could be 17 armor + 5 poison armor (example) and still provide 6% poison resist when attributed on top of that
we have this system already in the game, look at hellforged armor - it gives 18 physical armor and 4 physical resistance and as far as I know no one is immortal on low lvls and weak on hlvl
Can't we just have EK dmg reduction (physical) someting like X base % + STR * lvl * factor = value %
So it would make both gear and lvl important, also giving some base % for low lvls?
so tank armors make us heal less than dps armors now. right. 
@finite thistle, the changes we talked about earlier of the armors change, will it happen to weapons too? Executioner's Sword is now way worse than Demonic Axe. I don't get why it has less berserk chance too. Berserk is a super buff now skill is more important
a little less, not relevant at all
by quickly calculating it seems like the difference in healing with uh between hfa and umbral after this change would be 35? that doesnt sound terrible at all
Ppl don't know math
You can make friend with a druid to heal you 
I think this isn't because it's tank armor but cuz it's 200 lvl armor and 400 it has to be some difference
and I would still use hfa on flamebringers, dreadlords, poa, cerbers, demons because resist is worth more than lost healing.
Specially if u tank 3x3 explo
and yet again u completly dismiss availability. there wont be umbrals available for the majority of knights and so they are gonna be stuck with their hfa and as that one is not lvl-adequate-equipment, they will now be nerfed. you guys nerf a majority of midlvl knights who are already pissed enough about losing 500 hp & rune dmg as it is now
losing stats? after this update? Have you made a single calculation on new formulas???
mid lvl knights are having time of their life atm destroying mobs with 2h weapon and hfa will still remain being absolutely great armor
They lost hp, but dmg and heal is higher
yeah its fun to hunt with 2h+ hmms at lvl 400 because your explo dmg is nerfed, everyone is loving it. lol. it is lowlvl who are having a blast, lvl 1-250s
so after making 100k profit from that hmm hunt what you gonna do with money if not buy more explo runes?
Man, explo formula didn't change. What changed is the spellpower calculation, wich is higher now in most case scenarios
even after nerf of explo damage you still deal same or more damage after patch, where is the nerf?
it remains identical if u have the bis eq for your lvl, which is exactly my point, umbral wont be available, therefore loss in rune dmg
So u want to make every rare available for everyone so it isn't something special? You should go play orsha rates server then.
im sorry but how can umbrals be unavailable once you reach lvl 400?
It's not a loss, that's my point. Buff was desinged to low lvl knights, mid lvl knights keeps equal and high lvl knights are nerfed. The update had this in mind
talk is easy when you already own the armor, but i do remember the struggle looting the first ones, it is still a rare item even tho aividem is old content. and now every knight needs one to maintain dmg? cool.
maybe there is a reason not to sit in demon hell all day and go aividem
You are overrating the STR attribute....
if its overrated, why are people so pissed umbral doesnt have more of it and force hfa nerfs XD
and if you really, really, really dont like aividem you can buy umbrals from other people so where is the issue.
Because the equips difference needs to be kept
I remember when we were merged to legacy and looted first hfa for sell. That time after one post at trade channel we had like 8 offers, it's the way it is if something is good ppl will buy it. You make all averange and noone wants to pay for it except npc.
And also it's 2023 hfa is just midlvl/situational armor now

wouldnt you be pissed if mpa was stronger than hfa in 95% of cases?
It's already confusing the str and level item to add % while level up and your armor have less resistances, it wouldnt make h levels hunt in lower spots more now?

You guys royally fucked up when you introduced umbral platemail because it should have been superior in all ways and fully replaced the hellforged armor to begin with, but you guys made it 1% physical weaker for some reason.
Hellforged armor should be kept as it was originally. There was zero need to add vast grip to an armor that served its purpose perfectly as a very good tanking armor that would get you through a lot of content. Fire, death, and physical greatly helps knights around the levels you loot it at.
Going forward, I think any armor past Hellforged should have a property of the previous armor you use. For example, Umbral Platemail should have cane automatically with the same physical % that hellforged had when fully attributed (5% physical property). That way we would them attribute it for superior, vast grip, vitality, and chaos resistance. I donât like the idea of having to constantly attribute the next piece of equipment to receive less durability than the previous. This would also mean you only put on situational equipment for the elemental %âs and obviously strength would increase as well.
When you originally mentioned the whole str/dex/int update everyone was in agreement that we were not happy about having to re-attribute our equipment. You snuck that back into the game by adding vast grip to every piece of equipment which honestly was fucked up.
You should also re-add real vast grip to equipment. You claim you donât want to add anything to increase actual melee fighting but we still have guardian and honestly this may be the best solution to increasing damage. Iâm not saying to add to every armor, however, adding +1 melee to say angelic, +2 to umbral, +2 to mephitic, +3 to suffering, so on and so forth would be an easy fix to buff armors.
Unbiased archer here, nerf hfa make umbral great again
Sir this is knights feedback
@finite thistle got any news about this?
Too bad we cant have the same difference between 2nd and best in slot eq đ
put a door level "only level 400 or under can pass" on Demon Hell and will show up all 500+ complaining for sure 

No item can give skills anymore with new formula. Skill affects dmg exponencially now.
when this work?
So bad when switch 2h weapon and lost fury :/
Exacly , idk why
maybe he gonna fix this tomorrow
I wish you would consider reverting "Blocking" back to "Shielding". It just sounds so much cleaner and better.
@finite thistle Will the nerfs to âtank eqâ from 50/60 to 50/50 and the buffs to âdmg eqâ to 50/70 be applied to all eq or just armors? Like buffs to all umbral pieces, nerf to all HF pieces, angelic boots, buffs to watcher legs, hotfk, luana dungeon knight items etc?
I'm concerned about the nerf and buffs changing the game too quickly? Maybe we need to see what impacts bloodlust has a bit more before going that direction? That being said eldrin has done a good job with changes so far imo
@finite thistle when this work? đ€
You will be informed about it in changelog.
I wouldnt call any of that a nerf or buff. It's bringing back the previous balance of armors so it motivates player to upgrade them
Also as part of the balance we should have more creatures dealing holy and curse type of dmg. Holy is one spawn I think which sux.
Idk if nerfing fire and death resistances in hfa wouldnât be a good idea too
so the about to be buffed âdmg armorsâ are better defensively and the about to be nerfed âtank armorâ is worse defensively? 
It's like you would say why ancient armor isn't as good as hfa....
why would you push for nerfs on items that you yourselves took advantage of for years? because it now has strength? a lvl 300 knight with hfa will heal no more than any of you before update, the healing and rune dmg power just shifted from character stats to items. what you are in fact pushing for is lvl 300 knights with hfa being worse than before update. but ey why would you care, fuck midlvls right
You guys are doing great keep it up! đ
Dunno why so much cry, Eldrin put in his table proposal to make hfa 3 str less than now. You do realize that's its close to no change don't u? Only true change is put this armor as rank 300lvl and that will benefit 200+eks who usually already have it.
have u even read rakshys proposal that i have been refering to in my last few posts?
He is just trolling omg...
if that nerf of 3 strenght means it will be easier to att, prob kngihts 200 would love
Im willing to bet anyone that doesn't frequent this channel is having a really good time in Medivia as an EK right now.
Currently im having good time off, but once sheol items are buff to +30-40 dmg per item (120-160) per full set, i will have great time in game đ
Niiice. Imagine if you werent paying attention to those changes and woke up and just started blasting everything. No pun intended
lies, u are waiting for chaos faction to nerd rush it
I dont have full hf armor yet and u already want to nerf it omg
stiffy u gotta wait for new meta to be here and then dedicate to something
These nerfs for knight are needed indeed. OP class that is doing 1/2 exp which rp can do 
1/3rd of mage then
Ofc im gonna go there Timmeh
but do u have 50 chaos hydra skins and manuscript?
None of those 
My plan for now is to make sheol items worth having and attributing so we dont end up like this poor streamer guy here
big fat 3,2kk stonks whats wrong with that,!
Yeah exp is not a subject of discussion, but the eq! Its ridiculous and we have to explain Eldrin that something has to be done. Cant be playing unbalanced game we have right now
what real men make there
https://i.gyazo.com/7b51ee96b0722b74f95db40d87f5f4e2.png

good thing melee rings dont give skills though! that would be op!
Hello, is there any topic talking about Fist? related to training you the current damage, i saw some talk, but they didn't reach any place.
Fist count towards melee skill and if I'm not mistaken the fists have 7 atk
so its better sickle for training?
If your skill is too high and you're using mobs: yes, for dummys it don't really matter, and if your skills are low and you use gargoyles you'll need something stronger because fist and sickle would take too long to draw blood and your skill would stop increasing from time to time
Yes, this is a point to be discussed, Fist skill could be atck = 1 as if there was nothing in your hands, as it happens in real life, it would help in training with MOB which today is impossible for beginners because the damage is high .
anyone have ek print itens?
another reason why bloodlust stance shouldnt exist: it gets cancelled every time you want to train skills because you need to swap to 1h weapon.
random thought on EKs and skills - since the afk meta of skilling 25 hours a day is old and arcane, given that skills matter a lot to EK damage and the only way to progress is to afk train, perhaps skill tries could be modified so Eks get rewarded a little bit more for hunting/blocking by increasing the skill tries. Eg. blocking a rat/training dummy is 1 try, dragon is 3, sent/corruptor is 5. Fill in the numbers as appropriate progression.
that way EKs skills can continue to progress a little faster while actively playing, without the need to be online afk all day.
I would support something like that. Training giving less tries than combat. Sounds hard to balance though.
Ppl would for sure find a way to afk train corruptos 
How about a small boost every hour/2 hours of non stop training/hunting up to IdontKnow %. And of course getting afk kicked would reset that boost so ppl have to pay at least a bit of attention
tbh i feel like its a failed mechanic that u can get stronger by afk`ing than actually doing smth
Like mana sitting and make runes You mean? 
I kinda like that you can leave the character doing his own stuff for a while to get get stronger, its not as stupid as auto play and still allow that feeling of progress even if you're busy
I wouldn't be against something like a daily quest where you help a npc in exchange for being trained, something like helping a soldier's trainer and receiving instantly what'd be equivalent of a few hours of training
Or even the elephant quest, the npc is an archer so maybe he could let you choose between the random reward or instant distance skilling
I like that idea. Make different difficulty missions too, that would be less or more rewarding as well
Also it's worth to think about promotion bonuses, for EK they kinda suck
3h skill boost or 1h exp boost choice for 7 day weekly reward when?
It's a mysteriando to me why it has never been addressed. Health regen should be % based since the dawn of time otherwise it doesnt matter.
That won't happen i think because it won't incentivate active players but only makers in this case skill junkies thats what i think its the reason
This idea cam be developed as well lets say the 3hr skill boost has level restrictions
@trail steeple
skill boost are addictive as exp boosts are, giving the option to ppl get used to it would not be a problem but probably another way to make ppl try and buy more
I did ask to buff ek promotion in first post xD
đ€ do i att d lance or g halberd ?
if u r playing legacy, wouldnt be better buy execsword/demonic axe with that money?
apparently taking 7-14 less dmg (limited to 2 monsters) is game changer
I feel like after update i loot more attributed items. Something was changed in that case? Anyone feel the same?
I wish
Something like this is needed. Maybe sync the faster skill gain with the stamina bar, that way only active hunting knights would have this boost. Also mentioning that archers already have a 1.6x faster skill gain over the knight by default, training or hunting. I'm not saying to make eks skill as fast as archers (since we have stronger weapons in fact, even considering the shield and armor reduction from mobs), but maybe something like 1.3x faster while active hunting. And if you want to skill afk, you have the option, just like it is today, it's just slower. Wanna skill faster while afk? Buy a boost.
Training weapons when? 
Also, make venom weapons from luana poison elemental, so they can be usable, not only deco. Thanks bye.
Whatâs the benefit of making skills grow faster at hunting than at training? When hunting thereâs already the advantage to gain lvls and with it hp etc. Just as someone above already said: Then mages should benefit less from making runes, too. Donât get whatâs wrong about it, people spend a lot of time training. When AFKing they take the risk of being killed by noobchars.
While topic changed a bit, i wish to challange it again. Due to your argue of HFA. I'm 270 ek playing legacy from 2017. And yet i dont have HFA armor, i'm still using a Full RSA from level 200. And while to you, higher ones HFA may be somehow usual thing, for me its something that makes my gameplay yo move forward, and play to earn cash to buy it. And i feels all of you are forgetting about, thats legacy is the oldest server with multiple people playin it. And thats why you're thinks of HFA as something casual, because items are stockpiled by time and make them cheaper and cheaper. Im pretty sure that on new servers first HFA would be some great news to get. Theres another story of time. That learn you how to be better in the game, which u have an access by X months making things not easier, yet you to be better on them.
If you're all biased on changing HFA why not nerf it like 3 str, and boost umbral by next 3 str that make you happier?
And the other solution to this problem, its not changing the stats on gear, yet make more favorable hunts on avidem. If more teams go there to hunt, the more umbral on the server be.
While the most off us have to kill Undead behemots(often done in serpentine, and uds are hunted to boost exp/h) and UD for a one of firsts fractions its much easier to get a armor which you see as commonity. ( If there woudnt be task on those, do you image team hunt those on their level? Better be stuck on poi dls or frost dragons from perspective of lone 200ek.)
And for me as one a adult old medivia player, im very happy overall to the changes. If there any its cosmetics one.
P.S counter-strike on aka Parry attr, seems reasonable for me to swords users đ
You are 270 and hfa is proposed to be 300 rank, i don't see anything wrong about it
I didn't loot any umbral platemail yet by myself, but many HFAs. They can't be equal tier items
For how long are UD's ingame and how long the creatures that drop umbrral? I understand those mobs are stronger, or meybe huntingspot layout dont let those hunt so easy. But exe sword and demonic axe is the same tier weapons yet the rarity and price its diffrent , right?
Why you say so? They are the same rare, just more ppl hunt azure cuz they are inside city and was insane profit hunting 3x explo
Only reason I see there isnt so much umbral items is that you waste there until u got 550+team
Its not the same reason with the armors
?
Dunno what you mean. I did prove that hfa is lower tier item, easier to drop, easier to hunt, dropped by lower lvl mob what and you still didn't tell me a single thing why I should think that umbral pletemail and hfa should even lay on the same shelf?
Im playing legacy since tibianic started and dont have full hf armor yet 
idk but its possoble to loot umbral even at 320 if u are lucky.
^ lol knight underpowered, not even 900k/h !!!1!!!1 đ
It was before update, but it is not the case
I know, was just making a joke
exori min when
The benefit is actually playing the game? Give me a good reason why archers have to gain skill 1.6x faster while hunting and gaining lvls also?
where you do get these random numbers from
You don't know that? I thought you were the expert on every vocation
Are you nb? @small tapir
you do realize it doesnt matter how quickly skill increases in relation to other vocation's skill because formula takes that into consideration?
They skill faster but have to pay for ammunition, we gain skills slower but dont pay for bolts that's it
paladins dont gain skill faster while hunting...
Why?
there isn't also 90 atk paladin ammo
Here. It's a calculator from another server that uses tibia 7.4. I won't post the link here to advertise them, but it's pretty easy to find. Looking at top skills charts from the worlds, I believe it's the exact same formula on Medivia, but Eldrin is free to prove me wrong... In short:
-EK needs 17871078 skill tries against 10722618 from archer to skill from 11 to 120. That's 1,66% longer time.
I originally thought the damage formula could be adjusted to close this gap (making eks stronger), but I've been testing the damage on the last days on many creatures and I think it's fine. Eldrin did a good job here. I just think knights could skill a bit faster while active hunting (something like 1.3x). This would incentivize people to actually play the game and don't sit their butts all day training, before they can enjoy hunting. It's only fair, since skills matter more on damage now (rightfully so). The old skill formula is ancient (20 years old), come on...
no, medivia uses different multipliers
So lets make 2 chars same time and skill till 50 we will see who Gain faster Ok?
in tibia you gain skill 1,5x faster while missing arrow, 3x faster while hitting arrow. In medivia you gain dist 3,3x if I remember correctly. No matter if you are hunting or not, hitting arrows or not, you train equally fast.
But we dont speak about tibia , on medivia paladin gain skills faster
you are comparing apples with bananas, while apples have different formula than bananas. your skill number is just a number - meaningless without formula
also why are HR knights complaining when 90 skills is achieved in under 72 hours without using boosts, i thought it would be 1x player not 8x at least
Same like u comparing hfa with umbral , I just want to know why skills going faster on paly.
You are right. We can only be certain with the formula. But that is up to devs to disclose, if they see fit.
I have 105/92 skills on my low lvl noob archer which are made 95% on my own dummies, so even assuming it would be 104 or 103 (highly doubt) without exping it's quite a difference.
for a knight its:
Time required to train from skill 25 and 100% left to skill 92 on legacy as knight: 14 days, 7 hours, 39 minutes, 23 seconds.
and
Time required to train from skill 25 and 100% left to skill 103 on legacy as knight: 40 days, 21 hours, 34 minutes, 54 seconds. đ«Ą
Shielding and melee go up at the same pace, so there is a proof from the faster distance skill gain. But we can't know for sure how much faster it is without the formula.
But whatâs the matter with dist skill gaining faster when all this is considered in the dmg Formular?
I already told you. Again, it doesnt matter that paladin's skill increases at faster pace because formula takes that into consideration. 100 dist =! 100 melee skill
They could gain 10 times skills faster. If itâs considered in the formula it doesnât change anything
It's "barely" considered on the formula:
knight:
max = 25 + (attackSkill ^ 2) / 1550 * attackValue / attackFactor
archer:
max: 20 + (attackSkill ^ 2) / 1600 * attackValue / attackFactor
As I've said in previous posts, the "fair" number to equalize the time to reach the same skills would be 1355 on the knight formula, but that would make them too strong. And we don't know the exact same time to reach the same skills without the training formula (I was assuming 1.6x faster for archer).
Just answer me this guys: What is the problem with knights gaining melee skill a bit faster while active hunting?
you dont consider bolts have much lower attack than knight's weapons and other factors
There is no logical reason to make knight advance faster in skills while hunting.
The only one is to favor active gameplay cuz skills matter more
Not true on lower levels. Knights don't usually have access to atk 45 weapons until around lvl 100+. Low lvl two handed weapons are stronger, but have native 3 second attack time, so the skill gain is even slower. There is a case to be made for the new bloodstance spell, but have you considered people that are not premium? You have a big high lvl / BIS eq / other main vocation bias. But if people play knight main and value their life time, this topic is very relevant/logical.
but then skilling is no different than lvling
daily missions that give skill points as reward when
being forced to spend hundreds of hours watching netflix before you deal damage as knight is a silly outdated mechanic that favors hobbyless teenagers and unemployed people with too much spare time at their hands but thatâs not representive anylonger for the customers of this game. we are all adults and most of us employed. mechanics that stop people with money from playing this game are bad for revenue and gaining new players
and for the record, i have done my due deeds, i trained for thousands of hours but inagine explaining that to your friend who you want to convince to start playing medivia in the evenings after his 9h shift at work âso u stand here for 3 months, click gargoyle and thatâs itâ âcorrect, u do nothing. entertaining right?â âcome create an accöunt broâ
whenever i try to get somebody into the game, i always tell them not to play knight
Might be a different start now, i dont know...but i would still tell them RP if noob gamer, or druid/ms if they feel confident.
Being able to block for them makes them able to level so much faster. (maybe RP is actually better now...)
If you are trying to help a knight exp, and you dont have exp share...you basicly do nothing
That holds true if you are boosting someone through content. If they are a solo player on a server that isn't high rate, I recommend knights as a place to start.
On the note of skilling at same rate, it doesn't make any sense. If you had higher skills but lower damage per skill you'd end up at the same place as you are now. Just because I have 3000 pesos doesn't mean I have more money than some guy with 2000 dollars.
i dont understand why you wouldnt help your friends if they start playing the game...
But its a good point...on low rate playing a ms/druid is high waste hunts
So a paladin or knight would be a better option in that respect
Personally feel like they should get to know the game a bit, so i would always recommend a high rate server (or with staged exp) first so they get to see what its like
Each vocation does play different, and they got no idea what their playstyle is like
Im ok with time we have to spend for training. If anything we could have possibility to burn mana on something useful, not exori but something we can use at hunt
Zezenia has a mechanic where you can choose a daily task that can be chosen between easy medium and hard.
Those values are related to player level.
For example a dragon can be a hard task for a level 40, meanwhile a dragon can be a easy task for a level 90.
Once the task is chosen and done. The player gains skill tries related to the difficulty and player level, allowing players to get some skills every day while actively playing.
Perhaps that would be a nice touch to give players the possibility to progress skills while leveling.
I did play a bit and like easier task would give 4h hours worth of training time, I didn't play much to know higher values but still with proper math made by eldrin I know it can be awesome feature
@finite thistle , sup, i'm back. Now that skills are improved in dmg fomula, is there some reason why Exec Sword has only 2% Berserk chance although Demonic Axe has 5% Berserk chance? I feel that after the update, Demonic Axe overcame the Exec Sword completely.
Of course it does and its good moment for daily reminder that 2h weapons shouldnt have defensive atts so please replace parry at exe sword for swift striker or counter attack
+1 , change parry because No one using sword now :] , axe meta
You should specify that you mean 2h swords. With 1h weapons, the parry is quite nice
Attributes 100% have to be revisited. There is far too much imbalances both in terms of too strong and too weak. I am pretty sure he knows that and just needs time though.
I guess that 1h weapons are quite balanced tbt. 2h clubs and axes seems good too, only sword looks bad
1H weaponn sux only works for tanking thats it, the bloodlust spell should be active even when using 1h so we dont lose fury while swapping with shield.
Yeah, rage shoulnt disappear when swaping weapons
Ye but when u turn on again bloodlust after swich 1hand/2hand u need to use spell means got u exhoust between spells and healing.
Why this spell cant be turn on all the time and works only when u use double hand weapon?
Maybe some mobs u don't want to hit You 25% more with 2h?
Should work 1 hand turn off , 2 hand turn on but fury staying.
Tell that to Brian. Almost 2 years and hasn't looted one. Lol
I can't follow all this. lmao. Breaking my brain.. I'm not going to criticize as it's completely unproductive... Hopefully u all figure this out.. can anyone help.me out cause I was looking for some info but can't rly find much.. how are elemental damage weapons now in regard to the changes
I believe they were changed from 50/50 to 25/75 in terms of elemental/physical damage distribution.
@vagrant kayak
so 25% physical 75% elemntal?
75% physical 25% elemental
ahhh
seems to me that bloodlust spell wasnt thought enough to be implemented. Seems like a last minute change after promising real change to eks i im level 100 ek i dont even use the SPELL because the 25% damage taken plus the uh nerf is makes you heal damn too much losing exhausting and also if u swap weapons to shield you lose all fury...
This is not up to the excellence of Eldrin he can do far far better than this
i like it and i like the fury aspect... however ye it rly is for hunting weaker things, its not great in terms of hunting harder things... stuff that wouldnt used to kill u now can with spell on
yes exactly
i like the fury and the idea of it 100% just need further development
UH nerf??? Even suposing you have level 100 with 7 Magic Level and without ANY strength point, Uh still would heal the same in your case...
well before update it healed more, so its a nerf technically
Whats your magic level and level? Cuz i really think you are not right. Every low lvl gained more than 10 lvls just that would increase your heal
only think people above 400+ got nerfed if they don't have appropriate gear. My 300 knight is about the same as it was, and I haven't fully attributed my gear yet
its magic level formula for eks that nerfed 9% of UH for them, that should be compensated one way or another
maybe it could be that higher levels only got affected by this? and me as level 100 i am actually not affected. Im asking out of my ignorance, please
ml 6
Yes, previous Spellpower Formula was 'Lvl^2 + 3 x ML', now is 'ML^(7/5) *6 + Lvl x 1.3 + Strength x 1.2'
If your old ml was 6 than for you to have the same heal than before you need 13 Strength points. And every extra point will increase you heal even more
Magic level is much more impacting now for knights in terms of healing.
Ok understood now, i withdraw what i said bout uh nerf in this case i would advocate for leaving fury gauge always on whilst swapping 1h/2h/shield.
Can i assume with this that while wearing melee ring n have 20 STR i would heal even more than with my actual 12 STR?
gotcha, thanks for explaining it mate
@finite thistle did you give up on cleeve idea completely? It was rly fun idea and i would welcome this in game with open arms. Even more now when we have bloodstance and hunt blocking and killing 2 mobs at once in many cases.
Thatâs in awesome idea man
boquet looted like 3 in a month XD
A guy on odyssey tried to solo ud and got one recently, first kill rp 360
As a lvl 245 with 111 skills and eq +- suited for my lvl (HFA, magic plate legs, warlord helm, angelic boots, heavy truncheon, frostwind and fire whip), my feedback is: Eldrin did a fine job with the changes. It's been really good with things I usually hunt (hydras, manticores, dark grims, etc). The spell gives enough power to boost XP/h and it's dangerous enough so you have to play better, it's very fun. Only two complaints I have are the melee rings that boost spellpower instead of skill (could be 2 skill, c'mon Eldrin), and the huge gap in skilling time from distance to melee, now that skills matter in damage. I mean, I'm not spending a second longer training, already did my share, but I'm thinking about other players. I started an archer on the new world, just for fun. I'm playing completely solo, not power gaming and not paying $$ for any items or runes, just to see how fast I could progress in a few days. I'm lvl 92 now with 88 dist and 71 blocking, only playing around a few hours a day and doing some tasks. I know it's nothing crazy, especially since it's an easy server , but I reiterate that I'm playing solo and looting all the eq by myself, and not GFB anything like crazy. It's been fun and easy (only crocodiles are kicking my butt now for those croco legs lol), but it's not AS easy as I thought it would be. I'm curious if there is any knight here that is also playing solo and not P2W, how is it going for you?
Im sure @restive kraken is having a blast
Melee ring, would have to increase more strength to match the 5 skill that increased before
It increased 4 but anyway, i still think it should be replaced back to melee +2
Which equivalent is today 5 melee skill, so we can compare with the strength
But melee ring does also boost your rune dmg and healing
At least you have sth to improve your strength and spellpower đ
Improve by 3 dmg averange xD
During test server i was like woah skill really matters, i wanted to invest into aquarium to make marris for dishes but then patch came out and i saw this so called "melee" ring and had to change my plans
Buff with buff on top of a buff. For some it is never enough it seems. It was planned from the beginning to remove skill boost from these rings. All the calculations can be found somewhere in this channel, but melee ring now gives almost the same amount of damage as it used before. But split into melee and rune damage. And it is not 3 damage per turn.
It was never intended to buff damage per turn provided by melee ring from that 8-9 damage to 50 damage, as you tested on test server.
Am on same server level 72 fire hammer with 75 melee no dolla invested been fun
Thatâs fine, back to rop meta and melee rings/meals being useless though.
I can agree only if female ring gives +5 cooking
Both melee rings and meals (rings slightly less, meals slightly more, together the same) provide the same amount of damage as before. If they were useless then they remain the same. Nothing has changed.
And since they also increase healing, they were even better than before.
But, no, 8 damage remained 8 damage, it's unacceptable!
When are we gonna be able to swap one time rewards like rewards from demonic faction?
(I'm asking because it was promised)
I saw graphic of all paladin armors and dex value,can we have simmilar for knights and str?
But on test server melee ring was +4 skill right? So +2 skill would net max 25 damage per hit? Also consider that mobs reduce this damage with armor AND shield. I mean, is that really OP? I would like that better than a little boost to rune power, to be frank. But if that is completely out of the table, how about changing the name of the ring then? Something like "strength ring" (or the late "power ring"). I think to many people, melee ring is misleading...
But mages were and are allowed to get god knows how many free magic levels from abusing skill boosts for how long now đžâïž
There are no plans to buff the melee ring, it is exactly how it used to be. That's the point, 8 damage is still 8 damage. Don't compare the damage from test server, that was obviously not finished at that time.
You are complaining that 8 damage is still 8 damage and not 25 or 50 damage. Have in mind that to increase that damage, it would have to be taken from somewhere else, so you still would end up with the same damage.
Not complaining, just asking. As I stated above, I believe you did a fine job with the changes. It's just a matter of naming then, as I think "melee ring" might be misleading (specially for those who are not keeping up with the changes). Also, I didn't know the old ring gave only 8-9 melee damage? So 4 skill = 9 damage on the old formula, jeez... Another thing is that you are considering runes damage on this calculation, right? Because flat melee damage is +2 according to the new formula. With old ring you didn't need to use runes to get that +9 damage. So it's not really a "melee" ring, more like spell power ring.
Edit: to be fair, I did say "complaint" on my previous post. But I get the numbers now, tks
And that's the case, you are repeating that damage is more less the same but i dont understand why it has to stay the same? One of the patch tasks was to improve knights gameplay and you gave us wonderful and funny berserker mode which im glad for but its not like we gonna have the same exp/h as druid mage or archer when we have 4 skills more. They still have SD. Again, i dont want to hit 1500 every hit lul i just want to feel like a warrior when i put ring on, i mean i wanna feal noticable difference on my weapon. When we talk about me, i dont need uh healing or explo hit from ring, i want better melee dmg. Ring 4>2 melee, meal 3>2 and patch is excellent
To be fair again, it's actually 3 flat melee damage:
It's 8 with explo
Problem is, the old ring sucked more than we thought my dude lol. I don't think there is a way to add just flat melee damage without making the new ring stronger than the old one.
pretty sure old rings and meals gave more dmg to berserk and decimate and thats the only real objective nerf. But honestly why do we care while knight received 100 other buffs?
I get it. Point is you didn't need to use explo to get this 8 damage with old ring. Anyway... it's fine as it is now, I just think the nomenclature is misleading.
The thing is that if rings was useless why to keep the same if ur improving a voc? im very happy with current Knight dmg and gameplay but feels weird when the devs care that much of not giving 20-50 extra dmg on rings.. Maybe the way to go its to make rings not that easy to get and way more expensive on store.
For me personally the ring situation is what it is. It is a minuscule boost to damage that low levels can utilize when they loot one before it expires until they obtain a ring of purity.
My main concern is that we spend our money on skill meals that are just about useless, same as perch meals.
Perch meals and basic hp regen should be total hp % thing đ«Ą
Wish I had 20-50 extra damage for 300gp ring that lasts 30 minutes. Don't be silly guys, that stuff lays on the floor in depots. Just put it on the finger and enjoy.
any chanel for hunt spots?
Are people seriously complaining that they don't get the extra 40 damage on their autoattacks from rings, when they already got 200 extra damage without.
thats what im talking about.. U can make them rare drop and way more expensive at npc if ppl really want them to work like a way to waste gold to get little more dmg. Like i said im more than happy with my current dmg and new hunt gameplay so dont really care if rings stay useless or not
This, currently perch meals is not used, i use just to know how much time hunting, should be like purification spell, but less % and time.
@finite thistle The Soul Shield issue has been resolved, but theres a new issue apparently. I had soulshield up with the 2h but it said my soul is too weak to enter, tried again, same message. I had to unequip the 2h to enter đź
The issue has been resolved on test server only, there was no patch release yet.
Ah alright, sorry then đ thanks for the quick reply
I just want to say thank you for the Knight updates, as someone that leveled a 1-260 Knight in Eternum, this time im doing it in Serenity and It feels so much better.
Skill merge is a huge W (no more sleepless nights wondering what to skill).
New spell a lot of fun and good dmg boost. I would kinda want Fury to regen based on your dmg rather than what they hit you, since its a bit weird that getting more gear makes this regen worse. Also depending on the profile of the monster you get more phys dmg (Fury > fun) or mag dmg ( sadface )
Got to 7mlvl and did some testing with uhs healing
127lv 16str 6mlvl - 616-719 healing with uhs
127lv 0str 6mlvl 571-666
127 16str 7mlvl - 660 - 770
127lv 0 str 7 mlvl 614-716
thats a massive boost for +1 mglvl. time to start boosting mglvl on ek! can we make it to 15?!
@finite thistle could you pin up to this channel final dmg formula implemented ?
And screen with str values on items
where I can find the Str table of the itens
great, thanks a lot @finite thistle
is it possible to pin up spellpower formula for runes min/max (UH, Explo, HMM, GFB, ICE)?
hi, any spots to solo hunt knight on sheo?
No one ever answered to you here yet u still asking. Did u think that it's not the right place to make this questions?
is there any chanel?
Maybe #đŹâadventureïŒeternumïŒ ?
Thanks for recent changes ( today ) about bloodlust stance
i can now gather enough fury without trouble just a bit more fury gauge pool? 150 if its not much to ask
What exactly? Lack of shader and gauge not disapering after changing 2h weapon or theres somth more?
-Disabling Bloodlust Stance no longer reset Fury Gauge
asking if the AURA when use this magic anthar gladius amplio for 2H will come back or will be like no aura
we can have some bar for fury like we have for mana a little small ?
can appear only when use spell or can be set
I go beyond and ask for a this fury bar to be divided in 3 and pool become 150. So each 1 bar means a mana-free decimate and 2 bars means a mana-free berserk
Solo bro! 
Hey there folks, I'm not sure if that's the right channel for the question but i'm currently struggling to understand what benefit watcher legs provide to ek compared to hellforged legs. The +1 meele skill doesnt exist anymore and the strength it gives is slightly higher than hellforged legs. Furthermore the attributes of hellforged legs seem to be better then the ones of watcher legs (more vit, fire resi). Is there any reason to use watcher legs as ek anymore?
Yes, the reason is not having better legs
yes if u want more dmg u use watchers and not hellforged legs
Watcher legs give such a minuscule amount now that they donât increase your melee fighting. Absolutely worthless and outclassed by hellforged.
but is it worth it? I mean the clean hfl got like 1 strength less than the watcher legs. I'm not sure how much difference there is between full but it seems like the advantage the watcher legs once had is gone...
Maybe i'm missing something..
Brian is right
Also more defensive stats will be great using bloodslut, since you take 25% more damage. hmmmm
dont u worry, friend and helper wiggy already made sure hellforged set gets nerfed, soon ur watcher legs will be better again in comparison
speaking of that, why is it still not live? 
Should be pretty easy by design. Hellforged legs are tank legs and watcher legs should be damage legs. Not sure why it isn't like this. Strength should have never been added to every piece of equipment. It was originally statated all new things would be properties and not require a money sink to unlock stats and then right before release all of the sudden time to re-attribute everything and it all has extra strength added.
Trying holding the axe in your other hand for attack boost.
Couldn't agree more, strength should have never been added to every piece of equipment, knights should have the option to choose for damage OR def/hp, not both in the same equipment
I remember that it was said that it will be possible to change archini, great, sheol weapons after the skill merge, anyone can say if we can expect that feature soon?
I'm asking that question every week, there is absolute silence so far
Just make it we sacrifice one attribute to change it or smth so no one would benefit on that too much in terms gold spend on atts and implement it already
That is not ok. We should not sacrifice any attributes. An attribute could cost over 20kk.
It can, but last time we were waiting for a miracle solution there was soft cap for 3 years
A potential 20kk+ fee is not a solution.
Maybe any dev can speak his opinion?
If anything give such option like 1 week cooldown so that we cant spam exchanging them
whats the rush? your weapons just received a 20-30% buff and you want devs to put their focus on making it possible to exchange them - free of charge, mind you - for that extra 2% dmg because of a different attribute. just chill, it will happen eventually but i bet they have more urgent stuff on their plates rn
we are asking for that because it was promised. and also because there is no response. Sister weapons should've been removed then this problem wouldn't have existed.

Iâm not a Knight, but it should never cost an attribute to exchange your weapons from factions đł
Make it maximal a cooldown but imo it would be enough to make it a far walk as wulkan
That would be enough âpunishmentâ
I think this update gave more variability to knights, shouldnât punish them đ
Exchanging weapons seemed more of an issue then it turned out to be, maybe people should instead pressure the team to implement a marketplace, so everyone can >>trade<< into their desired equipment.
How I can trade my sheol item if there are only 10 pieces on legacy?
Tbh this shouldnât be an issue at all.
Just take a NPC like Grazlin and make it possible to trade sword for axe/club and so on
Or make some feature like doomcaller. Using blazing core on weapon would change sheol ones, black crystal archini and so on
There is no issue with changing weapons into another, but there is an issue with attributes. Not every weapon has the same amount of attributes and/or their price may be completely different.
So for example, I don't want you to attribute sword version with average attribute chance of 15% and gain attributes on axe version that may have 10% chance to attribute.
Could you change %so the averange price is the same?
This is a bit too late, and not always may be the a good choice. Imagine for example if sword has parry attribute and axe version has haste attribute, one costs 1.5kk, the other one 150k. Should price be increased by 10x?
But averange attribute cost calculated by Sealvas on wiki is simmilar in each versions
if anything let them change weapon and just remove all attributes, better then forcing people to use a weapon they dont want, but some middle ground has to be found here to accomodate eks
@valid dew I agree with this 100%. We have been given variations to be more flexible, why we should pay for that buff?
yea as long as its not unlimited exchanges or eks gonna switch weapons to specify every hunt
And what's wrong with that? Mages do change wands when they need
mages can ue, why cant knights
Eldrin just compare avarage attributing cost for axe, sword, club and make exchanges work like sword=club+500k if the difference is 500kđ«Ą
Allow changing weapon only when weapon is full att or completely empty. Attributing system is so gambling that it doesnt make sense that on club u have 10% and on sword 15% chance. One person will waste 2 stones for att and another 12
Good idea. Also change % so averange attribute of all items are the same. That would prevent attribute abusing.
new gambling in medivia
Thatâs not gambling
maybe give back clean weapon and avg gold of attributing 
@finite thistle, We expect to have advantages for the sacrifice of obtaining a better weapon - especially now that you've given us the chance to use any weapon, which is great!
However, I see a big gap in the weapons that mere mortals can obtain. A prime example is when I was using the full Executioner's Sword. One week after the update, I sold it and got a Demonic Axe. I've never gained so much experience or dealt as much damage as I have with the axe. The difference is astonishing. So, I embarked on a desperate search for three weeks, completed the Holibars task, and obtained the long-awaited Mithril Hammer. But having the Demonic Axe in hand, I was disappointed. The Mithril Hammer is good for its durability, that's it. The crushing blow doesn't come close to the critical hit, the difference when it activates is imperceptible, both in terms of damage dealt and the effect, which doesn't exist. But it's okay. Each weapon has a different purpose. However, when you compare the lightest two-handed weapon in the game, which is the Mithril Hammer, it has a shorter range than the Demonic Axe? I have this incredibly powerful weapon made of the lightest steel ever forged - a nod to Tolkien - and it hits slower than the axe. Plus, I have a lower chance of activating the berserker effect, even though I should be able to run faster with the lighter weapon, right?
What's the point of making the two-handed weapon that's the easiest to obtain, the one people sell from backpacks in Sheol, the best one? There are so many cool attributes, but there's nothing here that mere humans can achieve. Imagine a club or a axe swinging back and forth, spinning, and where is the swift striker effect?
I think the attributes to be a brilliant aspect of the game, a wonderful part of it, but to go through all that hardship to obtain something that was supposed to be much better and end up with something worse than what's easier to obtain, makes it boring.
Alternatively, give us the chance to modify the attributes of our weapons. For example, allowing the sword to have parry, the club to have perseverance, and the axe to have critical hit, so that we can randomly rotate the attributes beyond the base ones and truly have a unique item, an item that suits our playstyle. Perhaps creating a gem of skill exchange using 10 large painites, or going even further by utilizing the dwarf faction to make these changes to the items. This would give us the motivation to pursue such modifications. Just imagine being able to remove "lean" from the Demonic Axe and replace it with something that is not exclusive to swords or clubs, but enhances them in some way. Or being able to remove "gouge" from the Executioner's Sword and replace it with a longer reach. It would be amazing!
I want to be able to use and have these attributes without needing a separate weapon for each one.
Actually mithril was great on test server when berserk and perservance could be active at once, but then it was too good and got nerfed
If i have to be honest, its much easier to farm 500 holibars than get a heavy trucheon. While i'm 270 i could find team and farm it within a week, while i cant get to sheol yet.
The matter is the same with great ones, or metorite stuff. The acces is limited, yet you can get it faster than sheol items.
@finite thistle implement swaping of sheol weapon sacrificing blazzing cores on each change. Also only be able to change the weapon type if its Clean or Full.
Also normalize the attributes on them to match the same average price.
Well since you mentioned this, why not do the attribute balancing that is so long over due? You mentioned haste even though itâs completely useless and a waste of money to unlock. Maybe use this as an excuse to focus on balancing attributes?
Two handed swords need goods attributes, If wanna parry use one handed sword, lol.. maybe Swift strike or berserker could be obtained
some weapons that had vast grip as a +2 skill increase, now give an increase in strength... others that didn't have an example: demonic ax also give an increase in strength... so swords in general are losing in terms of causing damage .. if I use a 2-handed weapon the intention is to deal damage and not tank
Swift Strike on swords, when??
It already is on nightbane. Feel free to give me an offer
a big chocolate cake
But nightbane is 1h? Or 2h where is this sword from?
its 1h, from new aividem monsters
what's nightbane
true
Can we speak about a important feature? "Mouse Over" option for Hotkeys, you have hotkeys on crosshair, you have hotkeys on target and now we just need a "Mouse Over" option, once you press the hotkey of the rune, it will use on the SQM your mouse is pointing. It hels Mages, Druids, Archers and Knights.
I think itâs pretty ridiculous that you need ml 5 on a knight to learn the new spell for two handed weapons. I feel like ml 4 would suffice. Other vocations can begin pging as early as lvl 1 with gfbs and all types of ammunition but knights need ml 5 to really shine with solo hunting.
Can i bump this Subject? This will be implemented anytime soon?
No, there are other priorities and there is no proper system for it yet, unless attributes will be cleaned up after every weapon change.
There were some great ideas that seem to be quite easy to implement. I understand that there may be other priorities but the little things like this usually makes ppl have more will to play
If You are afraid that ppl will abuse it somehow make long cooldown, paying some materials for change, loosing random attribute or something but cleaning weapon seems to be too much. I know ure bussy but please look into it.
I saw that it was very good and the reformulation of melee in relation to skills, greatly improved the character's attack. But I feel that the shield skill has become useless, do you have any predictions for reformulating the shield?
How it became useless it is literally the same as before
I think we need more variety between weapons and attributes. Basicially everyone going dragon lance into demonic Axe
it was useless before aswell đ
if i could pay 1kk per shield up, it still would be a waste of money
And its going to take me hours and hours of skilling to get 1 up
with the way the game evolved and monsters dealing tons of dmg which are not physical dmg as well as 100+ shielding blocking like 300 dmg which is irrelevant past some point where u hunt stuff that hits 3k every turn, shielding is very overrated rn. i block most stuff with 2h because it dies faster and i effectively save uhs. knights arent impenetrable tanks but pure meatshields these days. not even saying its bad, content is balanced around it, so its fine but if you ask about shielding specifically, yeah its fairly useless
there we go, shielding rework incoming with massive buffs so that no one feels negatively affected. It's impossible to design system where everything has big impact. If you think its not worth training shield don't train shield. It's not like at any point in this game or tibia shielding mattered and yet we were fine all this time.
That couldnât be further from the truth regarding traditional Tibia 7.4, shielding mattered more there than it ever will in Medivia.
With that being said, I hope they donât do a shielding rework.
no, it didn't. When solo hunting people mostly used 2h weapons then swapped to magic sword without shield. It didn't really matter if you had 70 or 80 shielding when tanking demons. It never made a real difference it was always just a little bonus.
Of course it mattered more because 7.4 mobs were almost exclusively physical dmg (except for dls, warlocks, demons and banshee).
Same feeling as Brian though, I dont think we need any rework here
yeh i agree no rework need here, content is balanced around useless shielding. if we start playing with that screw as well now, its gonna get just harder to balance game. knights in good spot rn, leave them as be.
Ok, no, you're talking about Medivia. I said Tibia 7.4, there is an immense difference. I played knights since 7.1 and you could not be more wrong saying shielding didn't matter. Skills were huge back then. Unless you played you wouldn't know I guess.
https://tenor.com/view/ultrasound-gif-10769426
Well ... yeah.. thats because this is what he was doing when 7.1 was out.
Shield taking Magic damage when?
Shielding mattered so much back in the days
Good luck going OF/dwarf guards with 70/70 skills
I think shielding should matter exponentially so you can block alot physical damage from monsters if you have very high skills
Is there any plans to re-balance Bloodlust spell so can use it on 1 handed as well
As we know 1 handed weapons are mostly used with shield during teamhunts
so would be nice to also be able to bloodlust on a minor scale with 1 handed
Note: Maybe when we use 1 handed we get fury from the damage we make not we receive
Until you get to chaos weapons. I think the club is probably preferable for really high level knights.
Why would you want bloodlust on 1h weapons? The whole deal with bloodlust is trading survivability for dmg, if you have a one handed equipped, simply swapping to a 2 handed will have the same effect
If anything, one handed weapons should have a reverse bloodlust, where you deal less dmg in order to also receive less dmg, but I don't know if that's even needed or interesting
How about we make it so we do zero damage and take zero damage. Call it monk stance
That'd be the third stance, only for when you have no weapons equipped 
Thats called protection zone
that's true, also when they released The Avenger (two handed sword with atk:50 DEF:38, obtainable completing POI) was pointless to use any other shield, since the best one was MMS with DEF:37. Shields its only worth for the protections actually, example: res fire, death, physical etc etc
Any chance we can get a lower attack weapon than 5? I'm still blasting target dummies it seems with a knife or sickle. My understanding is that fists are 7 attack, so even worse to use that.
If bare hands has attack value of 7, we may need some punch fluffy gloves for atk 3
100mc infinite
1500 MC training gloves with 15% haste 
Those would be golden fluffy gloves, as if you don't know.
Great fluffy gloves for 1500wolfra 500 helio
Fist fighting attack should be like 1-3, not 7. You canât train with monsters anymore. I kill things so fast with my fist now in full def with these new formulas.
random thought: could be intended, so its just not feasible to train past a certain skill?
You mean if they added like a soft cap? If so, that would be immensely broken to the knights that did train to abnormally high skills as they would never be caught again.
ye. but fair point. was guessing u guys are fairly high skilled anyways
@finite thistle bump that please!
true, it take so long to get 1 more skill when ur skill is High, so you need to be rewarded for all the effort on training high skills. Implement soft cap on skills is madness
I believe the point is for people to invest in training dummies past a certain skill level.
i most certainly hope not, that would be a deep dive into pay to win.
You can convert rl money directly into premium currency to buy runes, potions, training equipment and XP/skill boosts directly from the store, or just trade players for the strongest equipments possible. Isn't that pay to win yet?
all these things offer no additional content, you can grind for ingame currency, runes, eq all that. but right now, training is a store-only feature with no real in-game alternative past a certain skill
Today we can only train efficiently with store items, if only had the opportunity to train the old fashion with 2 Monk 2 Slime 2 Rot and so on. But even in Fist, we are very strong.
There are topics related to having more options for dummys, but they would still be only store items.
Gargoyles still work
Are there gargoyles in free cities?
yes, thoris, eschen, probably more
I'll see if I think and test if it still works, thanks.
It does on ek 196 skill 100, feels like same as used to be at lvl 40
@finite thistle the rework of resistances has made ring of purity (and other 1% resist items) pretty useless because rounding. Is it just the stats window, or is the rounding applied to damage aswell?
Ye, dmg is decreased by the full resistance of our gear that we can calculate, for example 12,325% or rounded number 12% we see in stats?
100% taking more dmg with berserk spell before and after shouldnt be any different because it makes our resistance 0 anyway, hydras are meleeing me for 500 and waving for 500-600 with 1 head...
Is bloodlust stance supposed to be BOTH 25% extra damage taken and all resistances gone? Is it just -25% to your resistances and not actually +25% damage taken like the spell says?
Quoting your changelog message:
For example, if 5 gear pieces provide 5% damage reduction, damage is now reduced in the following way:
damage * 0.95 * 0.95 * 0.95 * 0.95 * 0.95 ~= damage * 0.77
^ Which would be +23% resistance in skills tab yes?
To add to this formula for berserker stance should be 0.77x1.25=0,96. Yes?
So the resistance would change from +23% to +4%.
Another example, instead of capping out at 0 resistance in skillstab during berserker stance:
If resistance is say +5%, we'll do 0.95x1,25=1,19 for berserker.
So the resistance would change from +5% to -19%
This would make a whole lot more sense for everyone instead of setting every resistance at 0.
And IMO resistances should be additive, because currently 1% resistance on an item can be completely useless unless you use decimals in your formulas (in which case you should add 1 decimal to skills tab).
If there are no decimals in your formulas, we should stick to the previous formula of 5+5+5+5+5 equals 25%, not 23%.
Decimals are in the formula, so the damage is reduced properly, and even if there is no change in resistance value in Skills tab, damage is reduced. Currently a % value can only be an integer. It may change in the future (decimal value displayed in tooltip).
i saw that you fixed resistances to have negative values in todays update aswell. well done eldrin, case closed
Hunting albino dragon feels a Lot more squishy when using the spell, loosing more HP than before update
the new resistance formula was a nerf, so thatâs right, even though we are talking only a few %, so im surprised you supposedly feel it so noticably
Yes, because i hunted here hours before update and now after, it feels the difference, and the amount of uhs increased, not sure if going in the same way against stuffs too dangerous now
Tbt i wasn't testing much but feel weaker too, at first i was thinking that it's all cuz the shield bug, but now i know it isn't xP
adding flame in new aividem doesnt give 25% resist but 18...thats 7% less on huge combo's
The higher up your % resistance goes, the harder the nerf hits
and all the examples only have 5 items giving resistances, each for fairly high amount.
In reality you got a lot of small counts, meaning the nerf hits harder
The 1% of purity ring is basicly gone (yes rounding...)
Things like 1% on sheol weapon, 1% attribute and 2% property....
If you do the math you will realise that in most cases you are taking 5-10 % more dmg now, and that is noticable
New aividem is extreme, you'll get around 18% less resist...but thats because you got really high % before
So can the % of resistances get adjusted? New players get f*cked every patch compared to old players which played most of content already easier than it is now
Every update I lose more motivation to keep playing cus older players could wear knight EQ as mage AND had much more resistance than now
Now you either have protection or damage as new player
Other games make it easier for new players to catch up, medivia doing opposite for atleast 1,5 years what I noticed now
dude you are still stronger than before knight rework stop complaining and get gut. This argument of uhhhhh old players had it better is complete bullshit. The difference in resistance is noticable (if you have lots of resists), but really doesnt affect your day to day hunts, you just gonna use few uhs more and thats it.
Iâm not a knight, Iâm a paladin who never playing in teamhunts
You wanna tell me I have it easier than you who abused all spawns before with knight EQs?
yes. game is 30x times easier than 2-3 years ago. you are just looking for excuses for your poor performance.
Explain what is easier for me please
Id like to know
And I was talking about recent 1,5 years
I donât know what happend 2-3 years ago cus I left the game in 2017~ and came back 2022 again
you hit insane damage for free, you exp 2x faster than in old times, you have way, way more hunting spots to hunt on, you have access to better equipment and other 200 reasons
I donât care about free damage cus I play orshabaal rates, money doesnât matter
But I canât Solo holy sentinel at level 400 anymore as people used to do on paladins
I canât wear HF set with OP physical resistance to hunt things like UD/LB heroâs cus I have to chose damage or protection
xD
I donât even want to min/max
I just wanna Solo factions as paladins used to solo it and donât need to outlevel it 100+ levels more cus either monsters got buffed or my tankiness got nerfed af
Lul game is easier for newcomers like 100x more than before? Exp formula, free runes, better tasks, wands, dummies for training, magic spears lul remember skilling with small stones?
anyway, too many buffs are happening. This game is getting absurd on so many levels and ppl ask for more. there are knights destroying everything with autoattack and getting same exp as mages that used to pg in tombs. on low lvls btw. Basically the vocation that had least financial problems got giga buffed in this field again. It's complete madness.
Thatâs things nobody cares about, atleast I donât
I just noticed that I as 300 archer getting nerfed every patch so I canât Solo more content
Tell me one thing in recent updates which favoured 300~ archers. In game money doesnât matter
you are playing on unintended rates, its pointless to discuss balance on such servers because there is none
So if money doesnât matter, there is no buff for 300~ archers in recent updates, but nerfs only
Thanks for admitting
These feedback channels got to a point that is ridiculous. All I can tell you is the game doesnât make sense on your rates, so youâll have to deal with that. Other than that, close these threads theyâre just obnoxious by now.
Go paladin thread at least frostyy
Knights and mages always needed each other to progress
Paladins used to solo content and could be taken to teamhunts aswell
With recent patches staff made it harder for mid level archers to solo content
(Buff monsters as holy sentinels etc. [cus a 600 archer is âdestroyingâ that spawn
])
Nerf eq such as not possible to wear HF set & other knight eq and solo content earlier
So please donât tell me itâs easier for archers now than 1-2 years ago
My last reply in this thread
Do you feel eks are better or worse at high lvl 400+?
better obviously. Now on top of everything else they had before, they can deal solid single target damage extremely cheap.
I've never been high enough level, but I was wondering if high lvls will 2h or just stick to 3x explo mobs
I actually though the % on resistences were going to give some feeling of worthy attribs and wasting money on them, but i'm weaker now. I don't feel comfy going to the usual dangerous places i used to some days ago on lvl 239
Wiggy im sorry but you go every content only if u outlvl it. After recent changes it's way harder to do extreme things. It's true that you said, every day hunt is just few more uhs and less exp/h but playing the game to feel the adrenaline is much harder now, easier to get headshoted. The thing William mentioned about 7% less ress with flame is huge
Thatâs what a nerf is imo, but that dude doesnât agree 
I dont think you know much about me sir. Anyway despite outlvling content you can still make things hard. For example 350 ek cannot tank 3 icons of light even tho its intended level for spawn. There is no such thing as outlvling spawn its a very loose term as usually even tho you are higher level than intended for the spawn you can still make it challanging and viable if you are creative.
so church for example can be spawn intended for 4 ppl lvl 350, 2 ppl lvl 500 and solo hunting spot for 600. If you think its spawn for 350 please go there on mage of that level solo and prove it to me. yes kill entire spawn, not just priests.
ppl were saying knights will struggle in seals because their uh healing got nerfed by 10%. like for real any time persons get affected in any way you just lie down and pretend things are ruined and game is unplayable. Just adapt to changes is it that hard?
While I agree people are generally too quick to judge changes before getting used to them. I haven't hunted since patch for some reason 
I will see how it feels later and make a call about it then
Saing challenging things i mean aiviem in team of 300lvls or less as ek without hotkeys. Extreme things dont mean going for beak the spawn cuz many ppl or high dps. When you have to teamplay 100%, focus 100% and every mistake is some1 death. That's what I'm saying. 7% more dmg to the tank at this situation is huge nerf
yes in this particular super extremely singular scenario that affects very few ppl in the game, yes you got nerfed and you will have to teamplay a bit better after this patch. I dont think its an issue that requires any actions from developers tho as you can adapt to it or level your char a bit if you are barely capable of hunting there.
What option do we druids/mages have atm on low lvl (under 250) to do that is good exp like eks and NOT uber waste like gfbing tombs without looting? Knights can just go hydras/frost dragons or something and get good exp AND profit with hmms
I can go frost drakes with hmm? 300k/h
Advance on your faction for spell, You Will get way better XP some levels ahead, in some point You Will have to waste a little, but the profit and xp/h is ahead.
knight thread 2023: druid without holy rose complaining about druids being too bad and ranger whos damage got massively buffed recently complaining rangers have it too hard.
The 1% of purity ring is basicly gone (yes rounding...)
Things like 1% on sheol weapon, 1% attribute and 2% property....
Please have in mind that resistance changes only applied to resistances provided by gear attributes or conditions (buffs / debuffs). In that case resistance of purity ring works exactly the same.
Also, these resistances from attributes/conditions did not add a flat % resistance of original attack, if you had any resistance provided by gear properties. For example, if original attack value was 1000 damage and gear properties dropped that damage to 800, then 25% of divine flame resistance was calculated from 800, not 1000.
So that 25% of divine flame resistance reduced damage by 200, so 20% of original attack damage.
If you had more resistance coming from gear properties, your attributes and conditions was reducing even less damage.
hmmmm, that does make the math a bit harder, and makes the nerf smaller.
Still notice taking more damage though, but its hard to properly test when damage is not consistant.
Is there a chance to get the arena added back in with the 500 dmg of any type? We could more easily verify suspicions that way
Maybe in the future. In general, what is shown in skills tab is mostly accurate (mostly, because it's rounded up, so 1.01% to 1.99% resistance is shown as 2%).
is there any reason why its rounded to integer numbers instead of lets say 2 numbers after comma
It may change in the future, but currently it's because this number would sometimes be on top of the name of resistance, or even worse, it would be covered by the resistance value. Depends on language chosen in the client. In English it works fine, but in Polish Holy resistance would be covered by or on top of resistance value. Same applies to Manadrain in PT-BR.
Did they lower demonic axe flawless att to 1 instead of 2?
mana drain in pt-br seems fine here
Please dont mind wiggy. Ofc it wont affect you too much when you are hunting monsters you outleveled by 200-300 lvls
What I meant was this:
+16% would turn into +16.00% or something like that, and would cover name of the resistance.
so make it 16 like it is now, but 16.00 if u hover mouse over it?
And show 1% when it's 1.99%? Don't worry, there are other ways to handle that.
dear blaster you pretend to act like an intelligent person yet you speak like typical discord person right now. Of course it affects me. When I tank 3 icons of light im pressured just like you tanking 2 corruptors. and I see a difference obviously. I just dont scream and panic as soon as something negatively affects me and you shouldn't too because its not reasonable thing to do.
If anything this patch affects me mostly as I usually push my characters to limit unlike majority of medivia community.
So when you hunt aividem 2.0?
raskhy motivated to die again for more content 
What do you think about using icons? The description could be displayed while hovering
The values are more important than the names of the resistance, shorten the name to display the data correctly
Dear wiggy, where have i screamed and panicked? I will adapt as always, but a nerf is a nerf, and I can understand why lower leveled players are complaining about the change. There is nothing more to it đ€·ââïž
based
its a complete nonsense. there is no logical reasoning why would low lvls be affected by this changes more than anyone else.
they are affected by it because they will have a harder time grinding these spots at their current lvl than people previously had. that's a disadvantage. are lvl 600 also nerfed? absolutely. but there ain't that many lvl 700s who drew advantages out of the previous state which they now couldnt, are there? it's just the same as with lvl squish, ofcourse the people who grinded their 5kkk xp with lvl 600 stats, hp, mana, etc have had it easier than people who now have to grind to the 5kkk xp with lower lvl and stats
no, the game is easier and majority of spawns are better than before.
compared to 5 years ago yes, compared to the past 2 years prior to this patch and lvl squish patch? no.
last massive buff was brought with vocation rework one month ago. All characters got stronger, low lvls got biggest buff of all time probably.
What is complete nonsense? I will still be able to tank 3 icons, 3 flamebringers and 3 typhons, it will be more dangerous but i doubt they would kill me. But all the people who could do this previously may find it impossible without taking x lvls more. You are spitting propaganda, lower levels are always more affected by nerfs than higher levels and it has always been that way.
And lower levels have easier game compared to us x time ago has nothing to do with that
why would same logic not apply to low lvls. thats exactly why im calling it nonsense. Just swap 3 icons 3 flamebringers 3 typhons with 3 behemoths 3 ice golems 3 ancient golems.
Are you trolling now? You legit got answer in your question - they have it worse because they have to be less efficient grinding ice, ancient golems and titans and then all the future hard monsters
it affects everyone equally. its minimal change on top of that. Low lvls dont have much resists to begin with. It will not change anything for typical low lvl player. few uhs used more per hunt maybe. its literally nothing if compared with massive buffs received last month.
I think what wiggy means is that us low lvl eks are more capable now of higher exp/h and profit, compensating the "nerf" of resistances with either higher level (cause we can exp faster) or better set ( cause more money)
If you look at it from pure raw dmg taken, then yes, it affects everybody equally. But it doesnt change the fact that low levels are more fucked, than us. And for some it may be few more uhs, for some it may be life-death situation. It depends on playstyle
I think you're right, but I dont think we should take it into account when discussion is about resistances
I just dont like when ppl push for buffs and changes under disguise of helping "oppressed" low lvls. It's possible to catch up with old players, always was, always will be. It requires some discipline and time. game is easier than ever for low levels and ppl still push for buffs and are against any little tiny nerf even when its reasonable to do.
My experience is limited, I've done 1-260 and all factions up to white light in another ek, and my feeling was that I was just a meat shield. I understand that if that's what you feel you are and it's your only play style, you got "nerfed". People need to adapt to the change and also consider that you are now quite capable in solo dmg. I also think a lot of people just see it through the 3x realms, and obviously there cheap damage is less valued
For now I'm having fun in the new server, way more than what I had without the balance. Let's see in future levels
lets assume low lvls receive 10% damage because of this patch. they will go for 3 hunts, advance in lvl and get their survivability back. wow that was really insanely hard adversity to overcome.
Personally I plan to just add lightbringer faction before white light and that's it
THREAD: I think knight deals too much autoattack damage, some of that power should be shifted to fury mechanic. Also I still think fury should be available while using 1h weapon (should recover more slowly) and all damage should recover fury.
Adding to that, it feels weird that upgrading weapons do not help towards receiving more fury. Actually removing your set will increase your fury regen
I always played differently, doing content being underleveled or being barely high enough to do a faction. Changes like that would affect me hard back in the days, and I know they do affect more knights who are playing in similar style that I did.
When it comes to solo hunting buff - thats nice but there is plenty of knights who are playing with teams, doing dangerous stuff. They dont care about killing black widow in 7 hits instead of 8 - they care about surviving double corruptor and eye of mortem.
Me personally always preferred defensive approach of playing ek, but for some reason I have to take it like a good boy and adapt every time because some players want to make as much exp as every other voc - I'd love if there was a spell working the opposite way as blood stance, that would make the game more interesting for me, but somehow I dont believe in it being implemented
Would be interesting to see where is the line of what you could do and can do now, is it that far?
I have had many situations where I survived, being on black hp, Im sure that had those situations happened now, after UH's being less efficient and resistances giving less I would be dead.
I also know it may sound as crying to some that are playing safer, but its a feedback channel and there is more than one way of playing the game
Exactly this was what I meant why low Levels got nerfed but wiggy doesnt understand that
Warlocks? Xd
comparing demonic axe x hailstorm, is hailstorm better hunting what monsters ?
I would like to hear feedback from knights 350+ did your gameplay changed after patch? Do u use 2h more than before are there many spots where you were hunting 3x explos and changed it to 2h with better result?
Sphinxes and Manticores got better with 2h weapon, but you still need to kill sphinxes 3 by 3 with explos and the spell. New manticores spawn breaks at 617k/h on odyssey. So it got better only for lower lvls
for me nothing changed, only real difference is that i accepted i need to exori more and make waste hunts to push exp/h when i want to
Is there any explanation or intention to rework Watcher Legs? Because if compared to a lower level item and much easier to drop (Hellforged Legs), Watcher Legs is simply ridiculous and has a higher level.
Players kill Azure with 1 grow since very early in the game, but try to kill 1 Ancient Watcher... Honestly, this item makes me want to throw it away and I've never seen someone sad to drop a rare.
they should be dex tbh, or even int
im in danger man dont do that please 
A rare drop from a monster doesn't mean that the item need to be OP, better than another drops or even good item at all...I chose to use HF legs, some will prefer to use Watcher and so on.
If we think in that way, raise the damage of Thunder hammer since its much more difficult to get than SCA and SOV - raise damage for all weapon drops from HOTFK bosses, etc...doesnt make sense. Use watcher legs to get more STR and boost your damage and UH, if u want a bit more protection go for HF legs...
And Azure hit harder than AW, Azure is much more stronger than AW. HF legs should be level 315 and Watcher legs 290. Thats the change that need to be done..
Are you seriously trying to say azures are more difficult to kill than ancient watchers?
Technically yes. I know ppl abuse from WG. but it still give more XP, have much more HP and on meele the combo is more deadly than AW.
The problem is on the hunt design and lack of distance damage from Azure, that allow DRUIDS abuse of the respawn. if respawn changes with risk to lure 2 azures and no WG, no stairs on "north and south" to cheese, I doubt that lvl 120 druid would hunt there, it would be same level of difficult as AW..
Can hunt Azures with ek around 230 on a door or a Druid solo abusing on lvl 170 ?đ„±
AW you can hutn at level 180, so what?
on eternum I was doing AW task with a level 180 EK blocking it btw.
man Azures is more difficult if u dont have a druid to WG doors
i was oneshoted 2 times on 230+
Thats the point. so Azure dropping a better legs than AW its totally acceptable, because is more tough. So buff on watcher legs its not necessary, HF legs should be buffed and watcher legs nerfed or at least weaker than HF legs.
lvls between WL and HFL should be swaped tbh
Thats what I'm saying.
You are so right. Only cause one class can abuse the spawn (it's fair you can say pallys can abuse shadow drakes for example) doesn't mean it's easy. I am 303 pally and can't ever come close Azures
What you're saying makes no sense. Watcher Legs has a rarity of like 1:5000 and drops from a monster that requires teamhunt with massive waste, unless very overleveled. Spawn can be legit to solo in terms of return on like 500+. Azures can technically be soloed by lvl 100 druids. In fact very few azure hunts are done without WGs unless you duo with high EK that tanks 2 with beams. What you forget to mention is that HF legs also drops from LB heroes, the best teamhunt PG spawn in the game for 150-300. There are an endless amount of HF legs on every server while watcher legs are giga rare.
I was blocking Ancient Watchers on Odyssey at 150 and it was an enormous waste, you need 200+ to really hunt them. Druids can solo azures at lvl 100 and profit. It's ridiculous that this is even a conversation.
an item being rare doesnt mean that need to be better than another drop from another creature. Azure and LB Hero have more HP and give more EXP, the "level" of the creature is measured by HP and XP it gives, which means AW is a lower level compared with LB Hero and Azure. IF ppl manage to hunt them in a easy way compared with AW its another discussion. I still believe that HF legs should be HL than Watcher Legs.
Let's balance around legacy rates đ azures are not profit until maybe 300 druid
I was calculating in selling demonic axes to people but I guess on Legacy that isn't really a thing anymore haha
I think demonic axe is like 400-500k on legacy but yea, still waste overall I believe. I wasted like 300k on my task with 420 druid as shooter (I spammed hmm on pally), unlucky loot though.
lol serious the merge was lame to begin with, i never rly agreed with it but merging with no difference in weapons rly? lol?
it rly hasnt changed that much lol. the buff is ehhhhh.. the spell is crap, too much dmg taken,, and that was my opinion before this resistance patch.. idk i was playing a lot before update and pretty much have stopped since. odyssey being extremely hard to progress on now as a 1x after exp stages has alot to do with it... but if the buff was so big and the spell was so good, i'd probably be playing more, but it doesnt rly make up for anything. probably much better on servers where chars have much higher skills i bet, but on 1x skills, like just +- 100 skill, it's ok but it's not what u are claiming for sure.
I think that considering the power up of the other classes, just reducing the defenses to 0 was enough punishment tbh, now I'm lvl 210sh and find myself using less and less my axe :/
true, but they think Eks have a pocket sd without any cost with this new spell. I think reducing to 0% should be fine.
?_?
I did try to use this in teamhunts with druid, but we had more exp/h and less waste when i was using 1h axe so for me it's useless
Any estimated timeframe when we gonna be able to swap our quest rewards?
+1
Yes.
||Never
||
Spoiler alert
+1 
I come across this ticket to ask for a clamor for swords, before the weapons were divided between skills, club, axe, sword but now everyone can use what they want and the swords are left behind in this situation because only the executioner has berserker, but all without exception prefers to use a 2 handed club or ax. The only sword that still compared to the 80 attack+ clubs and axes was the hailstorm which was nerfed by 50% elemental value which is totally situational. My request is that you can review the option to increase the elemental value of the hailstorm or just like the axes and clubs put something that balances with perseverance or berserker... the executioner even having 2% berserker the executor att is too weak because 10% it's still a low value... either increases the damage dealt with 10% of the animal's life or increases the percentage to activate the executioner to about 30%... swords are bad!!
i cannot believe stitll with the hailstorm sword topic. there is plenty of weapons just choose other men devs are busy with a lot of shit
that's exactly what I mean, it's being useless because there are others that just because it has a passive that increases skill already makes it better
so just get another weapon like mithrill hammer and chill
Can we have an answer when we will be able to swap qest weapons?
Not in the near future. Currently something else is being worked on now.
Oh great so we are irrelevant minority.
and thats why it was a good idea to get rid of some weapons and convert them to sister weapons so this problem wouldnt exist
If problem with switching weapons is cost at atttribute then maybe give that possible example (axe=10,5kk cost atrribute) (mace=8kk cost attribute) then give possibility to change axe for mace then player can change it with cost on him or other way mace+cash for axe? Beacuse when skilling male was change that make change game, you should think about old player with done faction. Now in Pendulum sell full axe of pirmordial fire is impossible beacuse all wanna mace/sword , same with demonic axe. Noone wanna use the executioner sword.
tbh have something that also need to workout. Have a huge gap between lvl 350 weapons one handed to level 500. The level 400 weapon is meteorite weapons, we should have less expensive alternative like Archers have. I will be stuck with primordial weapon for long time since meteorite is really rare to get and veeeeeeeery expensive. WE need some weapons with more level that drop from monsters, like Shadowfall Crossbow, Sacred Arbalest etc. to fill this gap between level 350 and level 500 item.
Another issue is two handed weapon, The Bloodcurser is worse than Demonic axe and it has more item level, maybe swap level between this two weapons? It makes more sense, or buff The Bloodcurser. Its happen for two handed swords too (excluiding hailstorm and Blazing greatsword that are veeery situational weapons) and for clubs also happens the same, we need some new options that we can drop from monster, like Archers do or some rework in some weapons to make the weapon progress more enjoyable and smooth.
I believe this is more important than merge sis weapons etc, sis weapons at least you can sell and buy another one, but this gap between weapons is not cool 
And cleeve when? I cant believe its not introduced yet
i wonder why when use "taunt" on monster if one player is infront the monster inatio wont work (like always) but when the monster re-target a player it can Diagonal and stuff. will be great if the inatio can work like this <3.
Honest doubt, why VOID MACE has such an low atk base? For an 210 item lvl weapon i think that 74 atk is too low...
+str (+ maybe dex) to emberwake ring as possible attribute? Small number 4-5