Bard Class [Feedback]

  • You can also put Archer rune inside kitty so if it deactivates it get activated automatically again if kitty is pressed since if you have no focus for Archer rune to work I doubt you will get out another hit aswell so activating it via kitty beforehand would not hurt I guess

  • Bard/Champion – Feedback & Suggestions

    I think Bard/Champion has some interesting mechanics, but in its current state, it lacks raw power and doesn’t perform well in either AoE or single-target scenarios. I tested two different builds:

    1. Full Bleed Build (w/ PAT Weapons)

    • Focused on spamming and stacking bleeds.

    • Completely ignored Agriculture Rune.

    • Result: Very poor performance; not worth using. AoE burst was clearly worse than in a proper burst build.

    2. Full Burst Build

    • Focused on direct damage offhand + dmg

    • Result: Burst was decent, but both single-target and AoE sustain were terrible.

    Suggested Rework Directions

    To make Bard/Champion more viable and fun, I’d suggest focusing the class in one of two clear directions:

    Option 1: Fully Embrace a DoT (Damage over Time) Identity

    • Turn Poison Mist into a DoT (as others have suggested).

    • Rework Agriculture Rune:

      • When consuming DoT stacks from a target, apply all the remaining DoT damage instantly.

    • Bring back the old Genius Creation DEX bonus or give it some bonus PAT.

    This direction would give the class a clear and unique identity among DoT-based class.

    Option 2: Focus on Being a True Burst Class

    • Remove DoT dmg from Poison Int.

    • After getting Harvest Season, make the next Poison Integration instantly apply the stacks consumed—even on a different mob.

    • Remove the damage reduction per target from Poison Mist (let it hit full power across AoE).

    • Consider reducing the cooldown of Incredible Rift (similar to how B/Wd works, where the cooldown is reduced but slightly less effective).

    This would shift the class into a fast, aggressive burst role and make it more competitive with other burst-based clases.

    Final Thoughts

    I really like the design of this class and especially the Agriculture Rune mechanic. It's a creative concept, but it hasn’t been meta for a long time—literally only around its release.

    With some adjustments like the ones above, I believe B/Ch could become a much more attractive and enjoyable option again.

  • Do you intend to change a little bit for the Bard/Druid class? Looks like you nerfed this class too much AoE

    While other classes are improving, this one remains stagnant.Hopefully there will be changes to this class in the future to add more new and interesting things.

  • Hi

    Its a shame that bards, bard/mage,bard/wl or mage/bard for example are so far behind with the new instrument rolls.

    I think it´s a general problem for all classes that wear talismans for example.

    The old talismans just aren´t good for this new content anymore.

    Is a change planned?


    Greetings Felline

    • Official Post

    Greetings!


    Thanks for your feedback! We have already prepared updates for various (magical) bard classes that will be released with the coming friday patch. This will feature Warlock/Bard, Bard/Mage and Bard/Warlock. Other classes like Mage/Bard had lower priorities, so they were delayed for a later patch.


    Best regards

    Wesker

  • Ty, but the mage/bard has the same problem, he carries a tamburin and talisman.

    I´m very curious about the changes :)


    Greetings

  • Hi , same proposition as for the rogue ISS , it would be much more enjoyable if you could change "Octave Shifting" 3s fear into a group stun or interrupt.


    Hi, it would be really appreciated if you could take this suggestion in consideration. And if you don't want to remove the fear, at least reduce it to like 1s because the 3s fear is really a nightmare in ini if you don't have d/ch or any perma stun classes and yes you could say "just don't use it" but that would be sad to be force to not use a skill that deals quit good dmg.

  • I'd like to propose changes to the Bard/Rogue class's AOE skills. This combination uses a total of three skills (only two of which deal damage).

    Octave Shift has an 8-second cooldown.

    Mass Destruction has a 5-second cooldown and will deal double damage if you use Inevitable Fall (which deals no damage) beforehand. Having blocked the use of these skills for a few seconds CD it's simply pointless to compete with classes that can spam AOE skills. Please consider changing the CDs in these skills.

  • Hello,

    I would like to give feedback about the tooltip of 1491087 [Musical Ear].

    Currently, the skill tooltip only says:

    “Allows you to wear Instruments.

    You may gain an extra Musical Ear benefit from musical performances.”

    However, this does not explain what the extra Musical Ear benefit actually does.

    After testing it in-game, using musical performances can grant the buff 1501791 [Musical Ear]. This buff lasts for about 30 seconds and increases the following values by 2%:

    Physical Attack Speed

    Casting Speed

    Physical Damage

    Magical Damage

    This is useful information, especially for new Bard players. Without checking the buff manually, it is not clear from the skill tooltip that Musical Ear can provide these bonuses.

    I suggest improving the tooltip of 1491087 [Musical Ear] so that it also explains the effect of the 1501791 [Musical Ear] buff.

    For example, the tooltip could mention:

    Increases Physical Attack Speed, Casting Speed, Physical Damage and Magical Damage by %2

    This would make the skill much clearer and help Bard players understand the benefit of using musical performances.

    Thank you.

  • Hello,

    I would like to make a suggestion about the Bard class and its interaction with musical instruments.

    As we know, Bard is a class strongly based on music. Because of this, I think its interaction with musical instruments should feel a little more special compared to other classes.

    My Bard is currently only level 10, but I have already started to notice some interesting class mechanics. For example, 1491087 [Musical Ear] shows that Bard can gain additional benefits from musical performances. This makes the class feel different from a normal skill-based class, because music performances can also contribute to the Bard’s power.

    At the moment, I have only discovered this passive skill, but I assume Bard may have more music-related interactions at higher levels. Because of this, I think one of Bard’s main class identities should be its stronger and smoother interaction with musical instruments.

    There are many temporary or permanent musical instruments in the game, obtained from quests or other sources. For example:

    204560 [Mühürlü Ud (3 Günlük)]

    204558 [Mühürlü Saksafon (3 Gün)]

    204536 [Büyülü Tıngırtı]

    204535 [Büyülü Tef]

    204534 [Büyülü Ud (Orjinal)]

    204543 [Büyülü Saksafon (3 gün)]

    204545 [Büyülü Tef (3 gün)]

    204533 [Büyülü Gitar (Orjinal)]
    206418 [Büyü Gitarı (30 Günlük)]
    206419 [Büyülü Ud (30 Günlük)]
    206420 [Büyü Tefi (30 Günlük)]
    206421 [Büyü Çıngırağı (30 Günlük)]
    1244393 [Esrarengiz Gitar (30 Gün)]
    1244394 [Esrarengiz Ud (30 Gün)]
    1244395 [Esrarengiz Tef (30 Gün)]
    1244396 [Esrarengiz Çıngırak (30 Gün)]

    Currently, when interacting with musical instruments, there is around a 5-second waiting time.

    For normal classes, this waiting time may be understandable. However, since Bard is directly connected to music as a class theme, reducing this waiting time specifically for Bard characters could make the class identity feel stronger and more unique.

    My suggestion is:

    For Bard characters, the waiting time after using or interacting with musical instruments could be reduced.

    For example, this cooldown could be reduced from around 5 seconds to 2 or 3 seconds for Bard characters. Another option would be to connect this improvement to a Bard passive skill such as 1491087 [Musical Ear].

    The purpose of this suggestion is not to directly increase Bard’s damage. The main goal is to make Bard’s interaction with music more fluid, more noticeable, and more fitting for the class theme.

    I think this kind of change would make Bard feel more unique, especially for players who actively use musical instruments and musical performances.

    Thank you.

  • Hello,

    I would like to update this report with more test results.

    While playing Bard, I noticed that some musical instruments do not correctly trigger the passive skill 1491087 [Müzikal Kulak].

    My character is currently level 10 and I am playing the Bard class. As far as I understand, when Bard uses a musical performance, the passive 1491087 [Müzikal Kulak] should be able to trigger and grant the buff 1501791 [Müzikal Kulak].

    In some cases, this mechanic works correctly. However, after testing more instruments, I noticed that some instruments trigger the passive correctly, while others do not.

    Instruments that work:

    204543 [Büyülü Saksafon (3 gün)]

    204534 [Büyülü Ud (Orjinal)]

    204544 [Büyülü Ud (3 gün)]

    Instruments that do not work:

    204542 [Büyülü Saksafon (3 gün)]

    204545 [Büyülü Tef (3 gün)]

    204536 [Büyülü Tıngırtı]

    204532 [Büyülü Saksafon (Orjinal)]

    204535 [Büyülü Tef]

    204533 [Büyülü Gitar (Orjinal)]

    For example, when I use 204545 [Büyülü Tef (3 gün)], my character only receives the normal 503331 [Tef Salla] buff. However, the expected 1501791 [Müzikal Kulak] buff is not applied.

    This does not seem to be limited to only one item. Some instruments correctly interact with the Bard passive, while others do not trigger it at all.

    One important detail is that 204543 [Büyülü Saksafon (3 gün)] works, but 204542 [Büyülü Saksafon (3 gün)] does not work, even though they appear to have the same item name.

    Because of this, I think the issue may be related to specific item IDs not being correctly connected to Bard’s musical performance / 1491087 [Müzikal Kulak] passive trigger mechanic.

    Expected behavior:

    When Bard uses a musical instrument performance, all valid musical instruments should consistently be able to trigger 1491087 [Müzikal Kulak] and grant 1501791 [Müzikal Kulak], in addition to the instrument’s own buff.

    Current behavior:

    Some instruments trigger the Bard passive correctly, while others do not. This makes the Bard musical performance mechanic inconsistent between different instrument items.

    Please check the interaction of these instrument items with 1491087 [Müzikal Kulak] when possible.

    Thank you.

  • Hello,

    I would like to share some feedback about the early-level Bard experience.

    As we know, Bard was added to the game much later than most other classes. I have been playing Bard for about 1 week now, and my character is currently level 10. During this time, I noticed a serious issue with early-level weapon availability for Bard .

    For most classes in the game, there are many weapon options at low levels. Players can usually obtain weapons from quests, monsters, or NPCs. However, this does not seem to be the case for Bard , or at least I could not find enough options during my first week of playing.

    I have completed almost all quests in Howling Mountains. Even though I am now level 10, I am still using the starting weapon given by the game: 219844 [İyi Tef +8].

    At first, I thought this might simply be bad luck. Maybe Bard weapons can drop from monsters and I just did not get one. However, after about 1 week of playing, this feels unlikely. I also went to Varanas to check if there was an NPC selling low-level Bard weapons. The only weapon I could find was 219847 [Ozan Okulu Udu], but it requires level 15.

    This means that even at level 10, I still have to continue fighting with the starting weapon 219844 [İyi Tef +8] for quite some time. Also, the level 15 weapon 219847 [Ozan Okulu Udu] does not look especially strong either.

    Because of this, early-level Bard gameplay feels weaker and slower than expected. When fighting monsters or bosses, combat takes noticeably longer because my weapon power does not feel sufficient.

    I also tested low-level Mage and Rogue characters for comparison. With Mage, the staffs provided by the game make the early combat experience feel much more balanced. Rogue also has more accessible low-level weapon options, and the gameplay feels smoother. However, I did not feel the same balance while playing Bard.

    My main concern is whether this weapon availability issue continues after level 15 as well. If it does, Bard may feel unnecessarily difficult during low and mid levels.

    My suggestion is:

    Please consider reviewing low-level instrument / weapon availability for Bard . It would be helpful if more suitable Bard weapons could be obtained through early quests, monster drops, or NPCs, especially in the level 1-15 range.

    The purpose of this suggestion is not to make Bard overpowered. The goal is to make early-level Bard gameplay feel more balanced compared to other classes and to make the class easier to experience for new Bard players.

    Thank you for considering this feedback.

  • I have now reached level 15 with my Bard and unlocked 1491090 [Hızlı Parmaklar].

    After testing it, I noticed that the instrument interaction cooldown is reduced from around 5 seconds to 4 seconds.

    So it seems that this kind of Bard-specific instrument interaction improvement already exists in the class progression. That is a nice detail.

    My previous feedback can be considered together with this new information. As a new Bard player, I only discovered this after leveling up, so it may be useful if this progression or the cooldown reduction effect is explained more clearly to players.

    I do not know yet if this improves further at higher levels or with other skills, but I wanted to add this update to my previous feedback.

    Thank you.

  • Hello,

    I noticed a possible issue with the target boards in Atlantis, specifically in the Itnal Camp area.

    When I use 1491129 [Ölümcül Büyü +20] on 139058 [Hedef Tahtası], it applies the debuff 1501869 [Ruhani Hançer] to the target. However, this debuff does not show any countdown timer and it does not seem to disappear from the target.

    So far, when testing with other classes, the debuffs applied to these target boards or bosses had normal countdown timers and disappeared when their duration ended. However, the debuff created by this skill does not show a duration and remains on the target.

    This can create problems during testing. If this debuff remains on target boards permanently, players may not be able to perform clean tests properly.

    In my case, I was trying to configure KittyCombo in this area, but because 1501869 [Ruhani Hançer] did not disappear from the targets, I could not properly test and adjust my setup.

    I am not sure if this is intended or not, but since other debuffs expire normally while this one does not, it looks like a possible bug to me.

    Could you please check the interaction of 1491129 [Ölümcül Büyü +20] and 1501869 [Ruhani Hançer] on 139058 [Hedef Tahtası] and similar targets in Atlantis / Itnal Camp?

    Thank you.


    • Official Post

    You can use The Devourer (1491130) to use* all of your own Deadly Magic stacks on a target. This debuff has unlimited amount of duration and is intended behaviour.


    Reason is to allow class to keep its burst ability sustainable on bosses that has phase delays, so boss will keep stacks on itself even if you get a time interval that you can't deal damage to the boss.


    Greetings

  • Thank you for the explanation.

    I understand now that 1501869 [Ruhani Hançer] having unlimited duration is intended, and that it is supposed to be consumed with 1491130 [Yok Edici].

    However, I have one small concern about the level range.

    1491129 [Ölümcül Büyü +20] is available at level 20, but 1491130 [Yok Edici] is unlocked at level 25. Since my character is currently level 20, I can apply these stacks to the target, but I do not yet have the skill required to consume or remove them.

    So between level 20 and 24, a Bard/Rogue player can apply 1501869 [Ruhani Hançer] to targets, but cannot remove their own stacks yet.

    This can be a bit problematic on target boards, especially in Atlantis / Itnal Camp, because the debuff remains on the target and makes clean testing or KittyCombo setup difficult.

    Is this also intended for the level 20-24 range, or could this interaction be checked specifically for target boards / lower levels?

    Thank you.

    • Official Post

    Yes its intended. NPCs will lose this effect if they die, or they leave combat. Making this work differently just for lv20-24 characters specifically for Itnal Camp NPCs is a niche scenario.


    Greetings

  • Hello,

    I would like to share feedback about low-level weapon access for the Bard class.

    I have been playing Bard for about 1.5 weeks, and my character is currently level 20. During this time, I completed almost all quests in Howling Mountains. However, I have not received a single usable Bard instrument / weapon from quest rewards or monster drops.

    At the moment, I am still forced to fight with the starting weapon given by the game: 219844 [İyi Tef].

    To make killing monsters more comfortable, I had to spend Diamonds on this starting weapon and upgrade it to +20 and Tier 10. However, this is not realistic for a normal new player. A new Bard player should not need to heavily invest into the starting weapon just to continue leveling comfortably.

    For comparison, I also tested low-level Rogue, Mage, Knight, Priest, and Druid characters. With these classes, low-level weapon access feels much better. It is easier to find usable weapons from quests, drops, or NPCs, and killing monsters or bosses feels more balanced.

    With Bard, the experience feels different. Solo leveling is much slower and harder, mainly because I cannot find suitable low-level instruments. If I use a second class such as Mage or Rogue and equip a staff, talisman, or dagger, I can deal some damage, but that does not feel like properly experiencing Bard’s own instrument-based gameplay.

    I also checked the Auction House. The only proper DPS instruments I could find for Bard were almost all endgame-level items, for example:

    1210839 [Discordant Lute] — Level 106

    219818 [Troubadour'un Tefi] — Level 104

    1210395 [Yozlaşmış Ud] — Level 105

    1210842 [Rift-Chord Guitar] — Level 106

    1210398 [Yozlaşmış Gitar] — Level 105

    1210396 [Yozlaşmış Tef] — Level 105

    1210397 [Yozlaşmış Çıngırak] — Level 105

    This creates a question for new Bard players:

    Are Bard players expected to continue for a very long time with the level 1 starting instrument?

    Based on my experience so far, it looks like low-level areas may not have enough Bard instruments added to quest rewards, monster drops, or NPC vendors. Since Bard was added to the game much later than most other classes, maybe some older low-level reward and drop tables were not fully updated for Bard weapons.

    My suggestion is:

    Please consider adding suitable low-level DPS instruments for Bard in early areas. Adding Bard instruments to low-level monster drops, NPC vendors, or possibly older quest rewards would be very helpful.

    This would allow new Bard players to level solo more comfortably, without being forced to heavily upgrade the starting weapon.

    The goal of this suggestion is not to make Bard overpowered. The main goal is to make low-level Bard weapon access feel more balanced compared to other classes, and to help new players experience the Bard class properly.

    Thank you.



    Thank you for the clarification.

    I tested this again.

    I left Atlantis / Itnal Camp, went to my house, and then came back to check the target boards again. However, 1501869 [Ruhani Hançer] was still present on the targets.

    So it seems that the target boards either do not die, or they may not leave combat / reset in the same way as normal NPCs.

    I understand that the unlimited duration of this debuff is intended. My question is more about the target boards specifically.

    If the debuff is supposed to be removed when NPCs die or leave combat, should 139058 [Hedef Tahtası] also remove it after resetting / leaving combat?

    At the moment, the debuff can remain permanently on these target boards, which makes clean testing, KittyCombo setup, or skill rotation testing more difficult.

    Is this permanent behavior on target boards also intended, or could the reset / leave combat behavior of these target boards be checked?

    Thank you

    Edited once, last by kleos: kleos tarafından oluşturulan bir mesaj bu mesaj ile birleştirildi. ().

  • Hello,

    I would like to share feedback about the tooltip of 1491101 [Güzel Eğlence].

    My Bard is now level 24 and this skill has been unlocked.

    The current tooltip says that if you already have an active recital, performing another recital will increase its benefits.

    However, this explanation is not clear enough. It does not explain which benefit is increased, how much it is increased, which buff is affected, or how the scaling works.

    During my tests, I noticed the following:

    First, I used 1491099 [Tanımlanmış Tablatura].

    After using it, I received the following buffs:

    1501791 [Müzikal Kulak]

    This buff lasts 30 seconds and, at the first stage, gives the following effect:

    Increases Physical Attack Speed, Casting Speed, Physical Damage, and Magical Damage by 2%.

    I also received the following instrument buff:

    503331 [Tef Salla]

    This buff also lasts 30 seconds and gives the following effect:

    Increases Physical Damage and Magical Damage by 15%.

    After that, while these buffs were still active, I used 1244395 [Esrarengiz Tef (30 Gün)].

    After using it, 1501791 [Müzikal Kulak] became stronger.

    At the second stage, 1501791 [Müzikal Kulak] still lasts 30 seconds, but its effect changes to:

    Increases Physical Attack Speed, Casting Speed, Physical Damage, and Magical Damage by 4%.

    I also received an additional buff:

    1502759 [Güzel Yenilenme - Hasar]

    This buff also lasts 30 seconds and gives the following effects:

    +3% Physical Damage

    +3% Magical Damage

    Then, while these effects were still active, I used 1244393 [Esrarengiz Gitar (30 Gün)].

    After using it, 1501791 [Müzikal Kulak] became stronger again.

    At the third stage, 1501791 [Müzikal Kulak] still lasts 30 seconds, but its effect changes to:

    Increases Physical Attack Speed, Casting Speed, Physical Damage, and Magical Damage by 6%.

    At the same time, 1502759 [Güzel Yenilenme - Hasar] remained active and continued to provide the following effects for 30 seconds:

    +3% Physical Damage

    +3% Magical Damage

    So based on my test, 1491101 [Güzel Eğlence] seems to strengthen 1501791 [Müzikal Kulak] step by step when another recital is performed while a recital is already active.

    The scaling I observed is:

    1st recital:

    1501791 [Müzikal Kulak] — 2%

    Increases Physical Attack Speed, Casting Speed, Physical Damage, and Magical Damage by 2%.

    2nd recital:

    1501791 [Müzikal Kulak] — 4%

    Increases Physical Attack Speed, Casting Speed, Physical Damage, and Magical Damage by 4%.

    3rd recital:

    1501791 [Müzikal Kulak] — 6%

    Increases Physical Attack Speed, Casting Speed, Physical Damage, and Magical Damage by 6%.

    The important point is:

    The duration of 1501791 [Müzikal Kulak] does not change. It always lasts 30 seconds. What changes is the percentage value of the buff.

    Also:

    1502759 [Güzel Yenilenme - Hasar] also lasts 30 seconds.

    Instrument buffs also last 30 seconds.

    Because of this, I think the tooltip of 1491101 [Güzel Eğlence] should explain this mechanic more clearly.

    For example, the tooltip could mention something like:

    “Performing another recital while a recital is already active strengthens 1501791 [Müzikal Kulak]. This effect lasts 30 seconds and increases Physical Attack Speed, Casting Speed, Physical Damage, and Magical Damage step by step.”

    If this scaling is intended, it could also mention:

    “1501791 [Müzikal Kulak] can reach 2% / 4% / 6% depending on recital combinations.”

    This would be very helpful for new Bard players, because right now the player has to manually test instruments, read the buff tooltips, and compare the values to understand how this mechanic works.

    Thank you.