[Mod] Central GD-Zenith Thread

Primordial transfer not changed? I still see a 10sec cooldown without AOE. And no twinning pt. 1-2? :eek:
Damn, cant wait to see zenith 0.6 in grimarillion…

Fixed in Hotfix A, which I just released.

I removed the Twinning because I wasn’t satisfied with how it performed and it was too buggy in multiplayer. Its uses were mostly fulfilled in different ways with different, new skills. I may make it return after the expac releases and I have more concepts to toy with.

Alright :slight_smile: Well, i’m currently enjoy might of magic skill, it melt things very fast :cool:

Dunno, is it a bug or not, but Might of Magic disappears after entering dungeons/caves and not recastable even if icon is indicating that it can be used, you still have to wait 20sec cooldown.

Sometimes MoM projectiles disappear after a few seconds if i rushed into large pack of monsters. Do they have their own HP? :eek:

Besides that - MoM skill is verrryy strong for speedclear :slight_smile:

EDIT: Pyroclasm is limited to 1? I have 9sec duration and 5.2 sec CD but i cannot cast second pyroclasm :undecided:

EDIT 2: Arcane Assault 2 available at 20lvl outrider mastery while being stand at 50lvl mark, is it a bug or intended? :eek:

I really like what you’ve done with the Elementalist Mastery. The new Ice Wall allows you to control the battlefield, the Might of Magic is a fun (but too powerful) skill to clean up the trash and the Ice Citadel was nerfed pretty hard.

However, I doubt that the Forst Armor skill is balanced - it gives abusrdly high amount of reflected damage and it works passively, not even draining your energy! (At the same time, Frost Armor’s stun resistance and ability to evade projectives are more fairly balanced.) Elemental Flow’ bonus damage is pretty high and, well, debuf can be eliminated by drinking a Tonic of Mending.

Outrider + Riftstalker is unlocking Skirmisher Protocol instead of Spellbreaker Protocol

Known issue, has been fixed. Waiting to see if any other bugs come up before I release a hotfix, mostly so that Grimarillion/DAIL don’t have a hotfix a day to deal with.

Ah OK well another one which I don’t know if you can fix, when using Warp and Swap in tandom especially really fast sometimes you get frozen in place kinda like the old SS except you’re above ground.

P.S Warp + Swap used together is so much fun, which the totem had no cooldown though as its extremely easy to leave the range of it and it would be nice to be able to place it whenever needed

Sent from my 0PJA10 using Tapatalk

Warning! Dont use Whispers of Madness too long! You will start to hear voices in your head :rolleyes:
PS. Great ability, i like the sound and visual effect of it :wink:

Here comes the buggy :stuck_out_tongue:

Bug: The Riftstalker cross-char ability “Spellbreaker Protocol [Outrider]” requires Sabateur Protocol.

Bug:
On the Elementalist Tree, both Pyroclasm and Might of Magic occasionally get their cooldowns broken. As in, I cannot use the skill, the cooldown doesn’t get triggered, energy isn’t taken. Once the skill “breaks” it remains broken for awhile, unable to be used. It breaks for seemingly no reason. It unbreaks for seemingly no reason.
However, it breaks often enough that neither skill are really suitable to use, which is a shame - I wanted to use both of them. I did some testing, and can tell you that it isn’t related to terrain, nor loading screens, nor the hotkey bar, nor weapons/gear, nor is it waiting for another animation to finish. Swapping weapons or weapon types didn’t help. Have fun with this bug!

All of the +1 to <Skill> on items don’t work.

Design Questions:
Refuel is super OP. One skill to ensure you never need Energy? OP OP. I recommend a cooldown on that sucker.

I question the Cross Class skill on Terror Knight for Elementalist (Combart Art - Warmage). I’d love to use it, but it converts 100% of Element to Physical. This makes gearing an absolute nightmare, and vastly reduces the effect of the Elementalist’s skills.


Just my two cents. I’m off to go reroll as something that isn’t Elementalist.

EDIT: Decided to reroll as Outrider/Champion. Not really sure how I’m going to gear it offensively (thinking Cold then Phys), but I think I’ll be just fine.

I suggest changing Refuel to Mind over Matter name aura that give some little flat energy regen for a cost of life regen :cool:

Was this in singleplayer or multiplayer? I’d assume singleplayer, but multiplayer issues are usually beyond my control (caused by desync on skills that have an innate autocasted proc), so I gotta ask. :slight_smile: I’ll look into it a bit.

RE: Refuel:
Mmmm…it maybe is OP, but I’d really like to believe otherwise. :stuck_out_tongue: There’s a lot of characters in vanilla GD that never run out of energy, so this sort of skill would be wasted on them (other than to suck enemies dry). Likewise, the Elementalist is very heavy on the concept of energy management, and putting this challenge in players’ hands with a castable skill (that doesn’t stack on itself) rather than a potion with an absurd cooldown I think gives the mastery a unique layer of complexity in its gameplay. Most of the Elementalist’s skills are very energy intensive, even with the Energy Cost Reduction granted by mastery investment, so players can either get to choose between using those skills nonstop or pausing a bit to regen or casting a non-attack skill and pausing a bit but not quite so long as waiting on natural regen.

Plus it’s ineffective against bosses. So there’s that. :eek:

I may try to give Refuel some longer cast animation so that it’s a little more ‘dangerous’ to cast and eats up more of your time before you get energy back. But a cooldown just feels like needless tedium.

Update will be releasing later today with a couple bugfixes. Maybe tomorrow if the Might of Magic/Pyroclasm skills seem fixable but prove difficult to pin down.

Single player, of course.

You’re ignoring at least three skills: Might of Magic, Pyroclasm, and Stormcaller. All of which are a “cast and forget” skill of some variety. Casting Refuel isn’t going to pause me from using those skills. Those skills also pair really well as AoE skills with a single target skill from another class, like Terror Knight’s Banish! (not that I’m saying this is a good combination…)

There are other ways to nerf the skill a little, the casting animation wouldn’t do much in the case I presented above and would just be annoying. You can reduce the energy leech amount, reduce the radius of it, reduce the duration, increase the energy cost, give it the same scaling over 16 points to make it cost more skill points, halve the energy leech amount and give it a modifier that increases that amount (like with Blood Siphon). Other solutions, but more difficult to implement, would be to remove or reduce energy from any enemy that doesn’t actually use it, or give all enemies energy leech reduction protection.

Hotfix B has been released. The changelog and download link in the first post have been updated accordingly.

Refuel has not been touched for this hotfix because changing it the way I wanted to proved to be more mechanically difficult than I at first thought it would be. Adjustments for the skill will come at a later hotfix.

Thx for fixes, but what about pyroclasm? :slight_smile: is it still limited to 1?
PS. What inescapable end’s proc does? :eek:

Yes, unfortunately. My guess is it’s engine tomfoolery. Nothing I can do to fix it.

I think next hotfix I’ll update the skill description to note that, but I forgot to do so for this hotfix.

Is this intended and 11 summon limit is only per cast? :eek:
(paint-master is here, lol :D) I also may counted wrong and there’re more ruptures on the screen :stuck_out_tongue:

Sorry if it was reported. But i guess this is a bug. Also im losing mana when it proc and nothing happens. (except lvl 1, it works on it)
All levels except lvl 1 of this skill are like this.