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  1. Hongmoon key is account bound and normal brilliant key can be traded with other players. That is the only difference.
  2. The issue with droprates is how rng works at individual level. All the droprates usually is calculated based on: how rare you want the item to be * how many active people there are in the game * how many runs do they do every single day and then average it out. This works in mass scale but alot of unlucky individuals suffer from it. If every player uses their own seed to generate the rng numbers, it means unlucky ones have lesser amount of "win" numbers in their rng seed or they are at the very end of the line. If all players uses the same seed, other players can "steal" the good d
  3. I know that certain mechanics or moments in boss fights cancels stances. For example in Sandstorm Temple last boss during the aoe spam the boss always cancels my draw stance for no reason whatsoever. That's the last thing I can think of. Well bugs are bugs and this one should be fixed for sure.
  4. It happens if you use lmb or rmb too fast after entering draw stance. It takes like .1 seconds before your new stance skills are what they should be. If you attack while they havent been fully changed, you use the normal stance lmb or rmb instead and any lag makes it easier for this to happen. That's what's going on. Seen that on lightning bd as well where next blade point gives you Fatal Blade BUT you end up using Storm Cleave instead cause pressed V too quickly.
  5. It is a disguised tier system. there arent just 1star, 2star and 3 star crits. There are also tiers of them. Low tier 1 star, medium tier 1 star, high tier 1 star and so on. You got the low tier 3 star crit. Rng withing Rng within Rng type of stupid.
  6. All this tell me and sort of prove it to me at least that the issues are all in how the game handles combat information. There are too much variables the game has to keep track of in real time when fighting. Too much buffs. We have weapon buffs, earring buffs, ring buffs, necklace buffs, bracelet, soul, talisman, heart, pet aura etc. Not to mention all the debuffs accessories can inflict and class buffs. Trying to individually calculate all the rng checks weather a buff is activated or not and all the amount of attacks/hits players do every second in real time is obviously taxing p
  7. Yes it does still drop there, in HM too. Due to the nature of RNG it is more than possible to not see drops for many many weeks for some people. The only question is how long will it take to break that cycle of 0 drops.
  8. Actually yes it did happen, I know from experience that it indeed was the case in UE3 as well and even worse than now and I've been playing for at least 4 years. In ue3 every time im in a group it lags like crazy and everything is unresponsive. Especially with high geared people who do over 30m dps. Now in ue4 that issue is gone completely. Some skills feel unresponsive because everything is serversided which gives you even less time to react than what you would normally have to button presses such as F roll. Everything in your screen does not happen in real time, it is slightly dela
  9. Looks like to me that it's bad connection routing. Nothing to do with game itself since its between you and the game. People often forgets this part where neither side can do anything to make it better. I have perfect stable connection between 30ms to 45ms 99.9% of the time and without lags now thanks to ue4. So i very much disagree. Most of my "unresponsive skill using" is due to me pressing too many buttons too fast. Game does not like that and often locks you from doing skills if you move around, press too much too fast etc. Bad connection enchances this and makes it look worse.
  10. It's supposed to be impossible. Buying keys from store is part of the official event and is taken down after event ends. Only reason why redeemable time is that long for any event item is simply for anyone who already has all the currency needed but hasnt used them for whatever reason. So in this case the redeemable time is for people who already have the keys or enough remnants to buy keys so they dont get screwed just because they didnt use the event currency or open all the boxes right before event ends. It should not be possible to get any keys after event has ended apart from what i said.
  11. It is not a bug. Devs on releasing UE4 Revamped all classes and their specs and how they work. Including those changes on lightning BD that you think are "bugs". NcSoft did not add these informations to patch notes so you dont see them there. I kind like how it is now, dont want any of those to change.
  12. What you are experiencing is delay between what is happening on your screen versus what actually happens in the server. For example if you press dodge skill to dodge something in your screen but in the server you already got hit by the attack, your dodge will not be registered and your character just continuous dpsing. Since everything happens in the serverside, you have to anticipate what actually is happening currently depending on how high your latency is. Low latency means you dont have to do it that much but if you have mid to high latency you have to be pretty dam good at kno
  13. @Askaria Here's a question for you genius, why cannot 3rd world players do the dungeons or raids with other 3rd world players? Problem solved. Easy mode dungeons need minimum of 350 to 700k (depending on dungeon) dps to clear the dungeons, 800k to 1.5m to have 0 issues in clearing (more or less depending on the enrage timer as well). For normal mode you only need roughly 1.5m dps or 3m dps to clear them with no issues. It only comes down to you and your willingness to actually do them with other players with low level gear and learn how to do the dungeons without dying
  14. You misunderstand what it reads. It says "Prepare for UE4". That means it is a preparation patch/event for UE4 that comes later. It would be made very very clear on the patch notes about UE4 if it was to come now.
  15. @Rynara The lag indeed only happens inside Kaebu Village and as person above me stated, it mostly happens with multihit characters such as Astromancer. In my opinion the game is unable to keep up with the amount of combat data it needs to handle every second, causing significant loss of performance and sometimes extremely long freeze durations everytime a skill is cast, if you attack more than 5 enemies at once. The way game handles combat every time you attack seems to become more and more inefficient as the amount of attacks per second increases. This is just my observation based
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