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1

Sunday, August 23rd 2015, 5:28am

Discussion of P/R cleansing ability

Title: Priest/Rogue elite skill Purge does not remove most of the player buffs.

Description: Priest/Rogue elite skill Purge "Removes all beneficial effects on target" does not move most of the buffs used by players. I have had used it against players with more than 3 rows of buffs and afterwards they still had more then 3 rows of buffs. Apparently the only buffs that seems to be removed are buffs from herald, farm buffs and briar shield.

Server: Reni

Screenshot(s):



after using Purge none of those buffs were removed not even the healing buff at the end or lightning burn weapon.



after using purge only 3 buffs were removed; briar shield, thunder force and another buff that was stacked to 6:



another instance:



after using purge only 3 buffs were removed again briar shield, thunder force and another buff that was stacked to 3:



As you can see; Purge doesn't remove most buffs as it should. Please fix it.

2

Sunday, August 23rd 2015, 5:43am

Purge removes a buff only if it says "Beneficial effect" under it. Would it be nice if it removed some others? Yeah, maybe, but it's working as described and I wouldn't really consider it a bug.

Zerienga

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3

Sunday, August 23rd 2015, 6:31am

Purge removes a buff only if it says "Beneficial effect" under it. Would it be nice if it removed some others? Yeah, maybe, but it's working as described and I wouldn't really consider it a bug.

Which is exactly why the skills Cleanse, Purify, and I forget the other ones are useless xD lol. Hardly any debuffs are labelled.
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4

Sunday, August 23rd 2015, 2:58pm

Removes fearless and alot of knight buffs. Only things you need to remove tbh.
99/99/99/99/99/99 W/WD/S/D/R/M

5

Sunday, August 23rd 2015, 8:18pm

Deng, no wonder i kept losing hero and uni buffs XD

I was going nuts trying to understand where they kept going LOL!

6

Sunday, August 23rd 2015, 8:33pm

As already stated, it only removes buffs whose tooltip classifies them as "beneficial effect". Similar to how not all debuffs have a classification (to avoid simple removal), many buffs will not be classified. Let's look at two different lists while keeping the skill purge in mind...

Buffs PURGE does not remove (and should never):

scarlet love
housemaid buff 1
housemaid buff 2
5 guild buffs (stable, pdef, hp, attack, godspeed)
Class hall buff
Phoenix redemption
Big angel sigh
hero pot
grassland/pdef/mdef
flower god
transofmration potion
zodiac pets
mount speed potion
touch of unicorn
damage or attack food
siege pdmg buff
siege dmg reduction buff
siege mdmg buff


Here's 22 buffs already that would be stupid/annoying/rediculously op if purge would remove, and these aren't anywhere close to all of them. Think about it....having to use stacks of hero pots/foods? Or any consumable for that matter...Losing house maids? What do you do when guild buff towers get destroyed? Or stable? Item shop buffs should be even more obvious...

REALLY GOOD BUFFS IT DOES REMOVE:
k/p holy protection
magic barrier (all forms)
enhanced armor
sublimation weave curse (wl buff)
healing salve/curing seed
briar shield (all forms)
amplified attack/awakening of the wild/essence of magic/ w/e the p/s is called
shield of discipline (yes, it removes this)
shield of valor (knight parry increase)
w/p hp increase
Heart of the oak (warden 2 hit immune)
Electrostatic Charge (mage hp absorb)
Power of the oak, savage power, evlen amulet (various warden cooldown skills --- which means possibly other class cds).

and among many others....
FEARLESS

A common denominator between "most" of these buffs is that they are able to be cast on other players...The few that aren't, can be reapplied nearly immediately. However, removing fearless...or shield of discipline, forcing them on cooldown is super powerful by itself.

I think, at best, the tooltip needs to be changed, but not the skill effect itself. It would be far too powerful in siege. A single purge would guarantee a kill of ANY player if it removed "everything". It already has a huge effect on "try hard" players that get many buffs from alt characters (k/p in particular). It also greatly impacts p/k (remove sod and enhanced armor for an easier kill), anything knight for that matter, wardens, and many other classes. Again, changing it to include more things might make it way to powerful...I think its fine as is, aside from perhaps a tooltip change to clear up any misgivings.

This post has been edited 6 times, last edit by "BlankMinded" (Aug 23rd 2015, 8:57pm)


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7

Sunday, August 23rd 2015, 8:58pm

What do you do when guild buff towers get destroyed? Or stable?
then whats the point of protecting these buildings in SW? oh, wait, thats why they are always on the outside.

Item shop buffs should be even more obvious...
agree 100%. IS buffs should NEVER be pushed off/removed by anything other than timer running out.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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8

Sunday, August 23rd 2015, 9:07pm

If your stable is outside something is very wrong...
Siege War Videos :)

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9

Sunday, August 23rd 2015, 9:17pm

If your stable is outside something is very wrong...

more referring to the guild buff towers, but you are completely correct.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

10

Sunday, August 23rd 2015, 9:29pm

If your stable is outside something is very wrong...

actually seen a guild with a level 7 stable outside before in sw... was the best moment in siege, going around the corner to get the guards of a tower "oh... their stable is outside" :D
99/99/99/99/99/99 W/WD/S/D/R/M

11

Monday, August 24th 2015, 6:04am

stay on topic please.

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12

Monday, August 24th 2015, 3:00pm

REALLY GOOD BUFFS IT DOES REMOVE:
k/p holy protection
magic barrier (all forms)
enhanced armor
sublimation weave curse (wl buff)
healing salve/curing seed
briar shield (all forms)
amplified attack/awakening of the wild/essence of magic/ w/e the p/s is called
shield of discipline (yes, it removes this)
shield of valor (knight parry increase)
w/p hp increase
Heart of the oak (warden 2 hit immune)
Electrostatic Charge (mage hp absorb)
Power of the oak, savage power, evlen amulet (various warden cooldown skills --- which means possibly other class cds).

and among many others....
FEARLESS


Any chance we could make this an exhaustive list, or at least fill it out more? Would make for a nice guide in the Priest class section.

13

Tuesday, August 25th 2015, 1:23am

the point of having such a skill is to be able to remove most of the buffs (yes I believe it should at least remove most of the foods and potions not from IS) so that other team members can easily remove a threat.

it should most definitely remove the Full charge, lightning burn weapon buffs and high-energy barrier. otherwise there is no point on having such a ::cough:: ability that can remove fearless when fearless is supposed to give u immunity to everything.

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14

Tuesday, August 25th 2015, 5:26pm

IT should remove all class buffs, but that is all it should remove.
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15

Tuesday, August 25th 2015, 6:17pm

Does purge also remove battle time, instruments, and cooldowns like illusion blade dance?

I never knew this skill was so powerful because I can hardly recall seeing a P/R in siege other than in the last 5-10 minutes to stop fearless capping. Seems like it would be beneficial to have as many P/Rs as possible for the whole time.

Oh, nevermind, I see where it says beneficial effect in the skill tooltip. Never noticed it before. lol

This post has been edited 1 times, last edit by "radeon" (Aug 25th 2015, 6:30pm)


16

Tuesday, August 25th 2015, 8:09pm

I suppose I could post a list somewhere, and just have ppl post anything missing....

the point of having such a skill is to be able to remove most of the buffs (yes I believe it should at least remove most of the foods and potions not from IS) so that other team members can easily remove a threat.

it should most definitely remove the Full charge, lightning burn weapon buffs and high-energy barrier. otherwise there is no point on having such a bullsh!t ability that can remove fearless when fearless is supposed to give u immunity to everything.
I agree that the point behind the skill is to decrease the combat potential of a target, and make killing them in siege easier. But as it works already, it does remove all the necessary buffs to make nearly anyone an "easy kill". What you're saying is that you want a class to have a skill that has an effect nearly equal to actually killing someone -- you want to be able to remove all non-item shop buffs...without restoring any hp.

Again, with the way it currently works, all you do is say "after this countdown, i'll purge player x...everyone focus him/her " and unless you're behind on forge buffs or significantly outgeraed (weak pve gear vs full honor gear), that will blow up almost all players in the game. If it removes eveything, including buffs that have long cooldowns (especially damage buffs), it becomes OP and everyone will be crying about it after only a few days. To maximize the effectiveness of p/r you actually need to co-ordinate with your team mates....[huh...imagine that....working together in an mmo]. They way you want it to work removes even that aspect, since a purged enemy would take like 5- seconds to rebuff their consumables or continue fighting at less then half strength.

Things like high energy barrier could be added to the list, which would make p/r much more viable in siege (good for taking out gates). As for spammable class buffs, like the light energy weapon of k/m you added...idk. That's pretty much the same as unequipping their weapon since they lose 95% of their damage output...I mean they can just re apply it with a simple macro, making that change nearly pointless, so it would be nice to have it added but won't really change that much...

But adding potions or foods is a terrible idea. Would make p/r from being viable/helpful to "everyone will want 3 p/r's in siege so they can instant kill enemies". Consumable buffs being "purged" would make this easily the most hated class in siege. You'd be able to take enemy healers, fully buffed to 600k hp down to 300k hp in 1 skill AS A HEALER/support unit. Or a dps player, with full cds running doing 300k dps to players down to 50k dps...That's just broken.

RELATED: List of "Beneficial Effects" that can be removed on p/r (Purge)

@OP, you might want to make a thread under suggestions listing what buffs you think she be classified as Beneficial Effect.

This post has been edited 2 times, last edit by "BlankMinded" (Aug 25th 2015, 9:35pm)


17

Wednesday, August 26th 2015, 1:20am

But adding potions or foods is a terrible idea. Would make p/r from being viable/helpful to "everyone will want 3 p/r's in siege so they can instant kill enemies". Consumable buffs being "purged" would make this easily the most hated class in siege. You'd be able to take enemy healers, fully buffed to 600k hp down to 300k hp in 1 skill AS A HEALER/support unit. Or a dps player, with full cds running doing 300k dps to players down to 50k dps...That's just broken.




that isn't broken; that's just balancing the field more. what is broken is the class that is able to do 300k+ dps with stuns that can stun for over 5 sec... or even when they r stunned can still do white attack to do over 300k dmg... using pvp gear stated for survivability not dps...

there should be such a skill that can remove these stuff as it will remove scenarios where a single k/m can blaze through traps and a grp of ppl with all his buffs running without being effected from the traps and not being dmged at all. it will also make siege interesting for guilds that have to face the same over powered guilds 3 weeks in a row...

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18

Wednesday, August 26th 2015, 1:38am

But adding potions or foods is a terrible idea. Would make p/r from being viable/helpful to "everyone will want 3 p/r's in siege so they can instant kill enemies". Consumable buffs being "purged" would make this easily the most hated class in siege. You'd be able to take enemy healers, fully buffed to 600k hp down to 300k hp in 1 skill AS A HEALER/support unit. Or a dps player, with full cds running doing 300k dps to players down to 50k dps...That's just broken.

not to mention simply costly for everybody. having to reapply buffs 3x as much in SW is just stupid when you are paying for said buffs.

IS buffs can only be cleared by timer running out, consumables by death/timer, and have purge just effect all class buffs.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

19

Wednesday, August 26th 2015, 7:57am

that isn't broken; that's just balancing the field more. what is broken is the class that is able to do 300k+ dps with stuns that can stun for over 5 sec... or even when they r stunned can still do white attack to do over 300k dmg... using pvp gear stated for survivability not dps...
Who can white attack while stunned? lol You giving an example of someone hitting for x amount of damage is flawed. Damage is variable on giver-receiver. Usually people don't stat MDef and then cry magic hits them too hard.
there should be such a skill that can remove these stuff as it will remove scenarios where a single k/m can blaze through traps and a grp of ppl with all his buffs running without being effected from the traps and not being dmged at all. it will also make siege interesting for guilds that have to face the same over powered guilds 3 weeks in a row...
If one K/M can can do away with a group of your guild that simply means your guildies are weak. Purge already removes a K/M's Shield of Discipline and, if I'm not mistaken, Mana Shield which are the biggest factors to their survivability. If you Purge this OP K/M in your example and you still can't kill him that just means your group is way too weak.

As for your last statement, drop points? And for future reference, maybe winning when these OP guilds only have 4-5 show one day isn't smart? Basically you get a few thousand points you can't hold.
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20

Wednesday, August 26th 2015, 3:37pm

In terms of white-hitting whilst stunned, all you needs do is left click on your target if it be in front of you. For a few stun types you'll still be able to hit your target granted that they're still in range and line of sight. As an extra side note white-hitting also works if you're herald and bubbled, although most of your buffs that are affected by your white hits will be absorbed by the bubble.


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