My bad, 1 bar Vengeance is ackshually 80% of the entire pop locked GH. That changes everything! If only there was a PvP server that could handle those hundreds in queue without lag.BardokRedSnow wrote: »300 vs 360
Here is what I think is dumb, the system should be set to NOT offer the exact same challenge TWICE. I already had a challenge about collecting runes, and when I re-rolled another, I got a second challenge to collect runes. So now I have two of the exact same challenges to collect runes. So will they both complete at the same time or will I have to do them twice?
msetten
Players want to play Vengeance. Not test it.BardokRedSnow wrote: »People just don't want to play it.
Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.