Posts by xLutinex

    Snipe

    -increases Snipe's crit hit rate chance

    btw regarding this.

    I would go further and say: If "Target Area" (ID 490464) is running, the Snipe will hit always critical.


    With that change, it could be more easier to balance scouts, whos damage is varying very much depending on your snipe.

    after formula change maybe yes. a bit. but even if it is only 10% increase, it's 10% and multiplied with 18% of mana blood arrow, which is more than than berserk damage. even without looking at attack values / movespeed and so on (and btw the movespeed is an important thing atm in every instance... first hit wins)

    Yes. 15% attack speed is nothing. Only 17,5% flat dmg increase. This 17% + the manabased blood arrow, which name I dont know, + the flat amount of attack depending on range DMG is significantly lower than berserk.


    It was also a very good test on 3 dummies where you dont need to move, bcs reflected shot only hits 3 targets and s/w has a movespeed debuff.

    All in all a good test for s/w :)

    You know ramer talked about the Attack Speed passive, S/D has? And this works for single and aoe DMG. He is not talking about the general scout ranged dmg passive depending on range

    I know what you mean. I am more scared about new players if I would think about starting this game and seeing those huge amount of cards they need to farm.

    Maybe they could increase the drop chance of the cards in the older zones after every new added zones to the card system, that new players can faster catch up

    I wanted to ask what's next for the new card system ?

    Do you have any plans for the future (because at the moment we have a slight standstill). Yes I know that a lot of new zones have been added this year, but it would be advisable perhaps to increase the pace of their implementation (for example - every festival change - a new zone).

    There is still a lot to add, and at this pace it could take a couple of years 8|

    Greetings

    I haven't even farm the half of the added zones with last card patch xD

    I guess the majority of the playerbase is not like "new zone finished in 1 day or less". it's more like 2-4 weeks each zone in my mind. Sure, there are always some fast pace players, but it was mentioned that most changes should target the biggest playerbase, which seems healthy for a game. The same goes for instances. For me the "hard mode" of DC is easy mode, but I am not the majority of the playerbase.


    My tip: just chill around and enjoy new stuff and that the game and playerbase is healthy enough to have also fun with the game in the future. Better having a slowly growing card future, than no future right? :D

    Hello,


    I want to share some thoughts I have about the tank class (not only knight, also warden and champion).


    From what I heared, the most reasons people don't like tanking are

    • struggling holding the aggro
    • struggling to survive

    While the second point can be achieved by choosing an other tank combination, there are also people who like specific class combination and then struggling in surviving. The tips players give to them is "boost your gear", which is not as easy as you think, if you can only achieve t10-t11 gear.

    And on the other side there are people with for example t14 shields, which will boost the dmg mitigation in general, regardless of your defense.


    What else can we do to improve the survivability of tanks? I always wondered, why for example the plate DC set has only 5% stamina bonus, while other dps classes have 12% (leather with 18% for reasons). I know and understand, that healers only have 8% on it, do not let the attack and wisdom buffs reach the moon.

    Increasing the stamina bonus of the DC set (and future sets) to the value like the dps sets would boost the survivability. Now I know, that we have tanks like Knight/Druid, Knight/Priest and Champ/Priest, which can also buff "healer buffs", in that case the tank classes should have a decrement of for example 20% to their given healer buffs, so that they can't reach pure healer values. Also tanks are not supposed to give a high attack or wisdom buff in my mind.


    While the above changes result in only pure defensive aspects like defense and maximum HP, it will not help all people in most situations. Therefor I could imagine, that "Parry" a hit can be changed, to also reduce incoming damage of "Skills" and not only "White Hits" of the mobs. Imagine a tank get a "Deadly Claw" hit in DC with about 700k-1kk while normal attacks only do 150k parried. This claw with a change of parry will also do only 350k-500k.


    In any of these changes, the survivability of tanks could be increased. But what about the aggro?

    Well, one aspect I meantioned here (click me), could let the tanks vary in their choices to stat more on attack (strength stats) or more on survivability (stamina stats). In that case, the players can stat what their needs fit. More precision with dex because they miss a lot, more attack with strength because they lack a lot of aggro or more defense/HP with stamina.


    But... with all those thoughts, will this help? Maybe the second and third changes yes, maybe. But why was it even able to tank DC without a weapon as champ/priest and is still possible with just a white hammer (with champ/warrior too)?

    The answer is attribute bonus damage on skills. Nearly all dps classes have attribute bonus on skills.

    The most popular knight tank, Knight/Druid, also has a attribute bonus on 1 AoE he have. Scaling with wisdom. And yes, improving your wisdom from for example 20k to 40k will result in a huge damage/aggro increase. That is why I suggested the change on plate sets to have "all attribute" bonus.

    While the mentioned champion classes can spam their attribute bonus AoE, the knight have a CD on it (which is fine to have a CD). But now we can also imagine, that other Knight classes could have their elite AoE skills changed, that they will get an attribute bonus too on it. Knight/Mage on int for example, knight/rogue and knight/scout on dex and knight/warrior on strength.

    Such a change with the combination of the here mentioned suggestion (click me), will result in a unqiue way, every tank can choose their stats to get more aggro for their favorite class.


    But what do you think about it? Will this resolve all the tank problems we have?

    I for myself would be happy about any of such changes for the tank community.




    P.S. it's nothing that I really want, but what I was thinking about tanks struggling in their job. With high crazy gear, like all new stats, new items, minimum t12 items and so on, you have all the above abilities (survivability and aggro), but that is not the case for all tanks and I guess be able to hold the aggro shouldn't be an option for only the top 1% tanks on the server.



    Greetings



    Edit: Also the possibility in future contents, to pull as many as you survive (without mobs resetting) would be nice. I guess for all dps players it's the most fun to slash as many mobs as possible at the same time, while for me as a tank is the most funny part to pull and survive as many mobs as possible. For lowered geared tanks it is still an option to only pull 5-15 mobs, but having the possibility to pull as many as you survive, it would be fun to pull let's say 50-100 mobs at the same time in future contents xD (in Forsaken Abbey for example the mobs also don't resetting and you could pull the whole instance until b1 I think?)

    Regarding WL/Knight


    maybe changing the "Mind Barrier" (ID 498542) to let it target the whole raid?

    This would make this class maybe more attractive, because the full dps group in a raid would get a Mind Barrier then.


    Edit: didn't realized, that it is already the case. All fine


    Greetings

    Hello,


    I thought a bit about the upcoming orkham sets and had the idea, that the tank accessories could have instead of 18% stamina 2 stats -> 10% stamina + 8% all attributes or 12% stamina + 6% all attributes.

    Because some tank classes have skills that scale with a non primary attribute, like knight/druid as best example (main tank combo nowadays). Such mini changes with all attributes will scale those skills and slightly increase the aggro of all tank classes.

    Furthermore it could lead to changes, that some tanks will use more strength attributes for more aggro, if the tank sets will have more "all attributes" bonus.


    Greetings

    Hi,


    can a dev/gm clarify what the "Shield Defense" of the title "Ruler of the Skies" (ID 532137) actually does? Oo

    It is not increase defense nor dmg reduction. After all my tests, it is doing exactly nothing


    Greetings

    Time will be reviewed based on logs and adjusted if necessary.

    Maybe it's also good to know, that you dont have the regular speedbuff from the extra skillbar in the seasonal windrunner, like it is in the regular one

    This is just an incorrect preview, you will not lose the runes.

    Our Team is already aware of this visual nug, and it will be fixed with the next game update.

    It's only visual for the game yes, but there is a real bug in the "Transmutor" addon from curse linked in the client because of this visual bug (hyperlink function I guess)


    Edit: check support tickets, then you know ^^


    when it comes to aggro, I always don't have enough of it:D but I guess that's called a lack of mastery of the character:D

    Not really. Some classes really have an aggro problem in generating it or they dont have enough aoe skills. For example 1 aoe with aggro every 6 seconds is not enough and feels clunky to play

    @lutine I always play warden champ in necro and it's fine


    Knight rouge has good aggro overall or they changed something in aoe aggro ?

    Hi,


    test knight/rogue again and the class is like I remembered. inssaaaannnneee low aggro. even the nerfed knight/mage do double aggro. knight/warrior do minimum double aggro of knight/rogue.

    tested with t14 and t12 DC weapons. (offhand isn't usefull for aggro anyway atm)


    I still suggest to increase the aggro multiplier of "God's Sword" from 1.1 to anything usefull, bcs "Dance of the Two Blades" has really low range of 50. Furthermore the aggro multiplier of "Dance of the Two Blades" seems also very low. I of these two skills should be change imho.


    Greetings

    Lutine, easy answer : you don't need 1 gear but 2 ( buff gear and good Mage gear) so it is much more expensive than k/wl or did you ever seen someone play Mage with buff mage gear?

    you didnt got my point: with m/w gear(s) you can play all other mdps classes too. with k/wl gear you are just limited to k/wl

    I really don't see the point in having 1 broken mage class (m/w in this case). Yes, it is more expensive but everyone playing 1 single class literally destroys balance meaning. So if i want to play any other mage, wl or druid (no cps) I just have to live being the worst dps in party? It feels like the balance failed so hard these days. Same goes for others pdps classes like w/wd etc.

    additional stuff doesnt mean a class (m/w in this case) should do 100% more dmg. that would be ridiculous.

    But on the other hand: why should m/w do the same amount of dmg like all other mages with a completely additional gear? Then nobody would play this class, bcs it is useless to do such gear and "destroys balance meaning" o.o

    If you have those classes, there must be a benefit. (w/wd has no additional stuff and don't count to categories like m/w, k/wl and wl/k in my opinion).